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Help with cinematic

12-06-2006, 04:47 AM#1
Francis87
I'm having a few troubles with a cinematic that I'm making, just wondering if someone around here can answer a few of my questions:

How can I turn off or reduce the volume of environmental sounds?
How can I lock the cursor?
Does anyone know where I can get a Jesus or crucifix skin/model?
12-06-2006, 08:12 AM#2
player_72985
Code:
Setup
    Events
        Map initialization
    Conditions
    Actions
        Wait 0.10 seconds
        Sound - Set Ambient Sounds to 0.00%
        Sound - Set Animation and Spell Sounds to 0.00%
        Sound - Set Combat Sounds to 0.00%
        Sound - Set Fire Sounds to 0.00%
        Sound - Set Music to 0.00%
        Sound - Set Unit Movement Sounds to 0.00%
        Sound - Set Unit Response Sounds to 0.00%
        Sound - Set User Interface Sounds to 0.00%
        Custom script:   call StopSound(bj_dayAmbientSound, true, true)
        Custom script:   call StopSound(bj_nightAmbientSound, true, true) 

1. Can use something like that
2. Mind explaining what you mean by locking the cursor?
3. Not me o.o
12-06-2006, 08:23 AM#3
Francis87
Uhmm during the cinematic the player is able to move the mouse around.. and ya.. how do i stop it from happening..

And one for thing.. how can i keep it day time all the time lol
12-06-2006, 07:02 PM#4
player_72985
1. If you're using the proper Cinematic type-trigger, then it shouldn't matter if people can move their mouse/mice during it - Cinematic - Turn cinematic mode On for (All players) - this allows people to "move" their mouse, but they can't see it, nor can they do anything to affect the units.

2.
Game - Set the time of day to 12.00
Game - Set time of day speed to 0.00% of the default speed
Game - Turn the day/night cycle Off
12-12-2006, 08:13 AM#5
Hemlock
Somehow, locking the sounds to 0% with melee inits as event isn't working properly, Atleast not from what I tested, I should give the event an low elepsed time event instead.

And player, The first two actions are enough to lock the daytime ^_^.
12-12-2006, 01:52 PM#6
iNfraNe
waiting at map init is the same as elapsed time.
(besides ofcourse the lack of precision...)
12-14-2006, 02:03 AM#7
rulerofiron99
infrane, do us all a favour and make for WE GUI a precise wait command :P
12-27-2006, 11:18 PM#8
iNfraNe
thats impossible. You cant let a thread wait for a precise amount of time, thats just how jass works. You need more threads. Timers will fix it.
12-28-2006, 12:25 AM#9
rulerofiron99
Then I might need to switch to that for my cinematics

How accurate are the Elapsed Time and Periodic Event times? I know that the periodic is pretty accurate, but i do occasionally get little... jumps...
12-28-2006, 04:23 AM#10
Ammorth
They are both as accurate as your computer will let them be. Any jumps are results of your own computer.

Also note, any periodic times under 0.04 seconds (in my opinnion) are not noticed, as the player's screen would never refresh that fast. At 30 fps (which is already faster than what a human eye can see as still images) thats 0.033 seconds a frame.
12-28-2006, 04:59 AM#11
rulerofiron99
But I do see a clear difference between when my move trigger is set to 0.01 and 0.05.
12-28-2006, 09:17 AM#12
Hemlock
Thats the effect of the computer, biologicly seen you can't see more than about 25 frames a second.

and about the accurateness on waits, they are very inacurate, when used below a second, use countdown timers instead, they are about 10 to 20 times as accurate as waits.
12-28-2006, 11:06 AM#13
iNfraNe
lol. Now where did you get that number. Actually, timers are like.. 1000 times more accurate or more, since waits can go wrong for like.. 0.5 second and timers are always spot on.

Just like periodic events or elapsed time, those are all accurate. The clear difference you see between 0.01 and 0.05 is probably caused by you not setting the speed of something compared to the period it is moving on?
12-28-2006, 07:15 PM#14
rulerofiron99
the biggest inaccuracy ive ever had in a wait was about 0.15 seconds... then it just builds up with multiple waits if you are lagging.
12-29-2006, 05:11 AM#15
Ammorth
Quote:
Originally Posted by warnicro
biologicly seen you can't see more than about 25 frames a second.

which is exactly why movies play at 28 or 32 frames per second. No need to have 100-1000 frames per second.