HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Fade Filter Custom Script Not Working

12-20-2006, 11:19 PM#1
illidan92
Heres my function:
Collapse JASS:
call CinematicFilterGenericForPlayer( GetOwningPlayer(GetSpellAbilityUnit()), 7.00, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope_Mask.blp", 100, 100, 100, 100, 100.00, 100.00, 100.00, 0 )
It keeps saying "Expected A Function Name", but I don't know the problem. Even if I use an entire trigger of jass it still says it. Heres the trigger:
Trigger:
Scope
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Scope
Collapse Actions
Custom script: call CinematicFilterGenericForPlayer( GetOwningPlayer(GetSpellAbilityUnit()), 7.00, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope_Mask.blp", 100, 100, 100, 100, 100.00, 100.00, 100.00, 0 )
RSVP!
12-20-2006, 11:41 PM#2
xombie
There is no such function as "CinematicFilterGenericForPlayer".
12-20-2006, 11:41 PM#3
Anopob
EDIT: Nvm, he's probably right.
12-21-2006, 12:24 AM#4
wyrmlord
I don't know too much about fade filters, but here's my guess as to how you would show it for a specific player:
Collapse JASS:
if GetLocalPlayer() == PlayerId then
call CinematicFilterGenericBJ(put parameters here)
endif
12-21-2006, 03:16 AM#5
xombie
GetLocalPlayer() reurns the player at the computer. Say for instance, you are on your computer. GetLocalPlayer() will return you. If there are 12 players in the game, GetLocalPlayer() will apply to all of them on their own computers. Think of it like all of the players are playing separate maps, but all of them sync to the host.

GetLocalPlayer() == 'said player'
Will check to see whether or not the player associated with the certain computer is 'said player'. If it is, then it will perform actions, but since no two people can be one single player, it will at max only apply to one player.

This function can be used to do tons of things, such as player-associated special effects, fade filters, cameras, the like. Don't use it on certain things like units, though.
12-21-2006, 04:54 AM#6
Ammorth
My rule for GetLocalPLayer() is to only change cosmetic things. Reals, integers, units, strings, gamecache... ass that should be kept global. But things like sound, to display or not to display multiboards/leaderboards, fade filters, unit animation settings are all okay to use in GetLocalPlayer().
12-23-2006, 05:23 AM#7
illidan92
Oh someone on thehelper said it was...-.-...I thought it wasn't at first cus it didn't show up in my JASS syntax thing or w/e. Darn, w/e screw it.
12-23-2006, 09:15 PM#8
Feroc1ty
function "CinematicFilterGenericForPlayer" does not exist, it only works on WEU becouse they declared it on the initialization of the map.
12-23-2006, 09:38 PM#9
illidan92
Can I declare it on the initialization of the map without WEU? If so tell how ^.^.
12-23-2006, 10:21 PM#10
wyrmlord
You'd put code for the function in the custom script section and then call that function, either way you're still coding the entire thing.
12-24-2006, 02:19 AM#11
Feroc1ty
well umm.. best way to do is get WEU enchanter, and load up your map, and press initialize advanced triggers, otherwise you will have to find lines of WEU code... there are hundreds of them that you will have to find from, and many variables to search through around 100 i'd say.
12-24-2006, 02:23 AM#12
wyrmlord
Using WEU means not being able to use the regular WE. Also, did I not post how the code would be done awhile ago?
12-24-2006, 05:19 AM#13
Feroc1ty
no, using WEU means being able to use regural WE if you did nut use any of WEU trigger actions. Which means you can use it in WE, but triggers you eather have to make the trigger in WEU and convert it into jass, or use custom script lines in GUI to use WEU actions in WE.
12-27-2006, 08:42 PM#14
illidan92
I just did my first entirely JASSed trigger for this, with help from Jass Shop Pro :D. Heres my trigger:

Collapse JASS:
function Trig_Scope_Fade_Filter_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A01O' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Scope_Fade_Filter_Actions takes nothing returns nothing
    if GetLocalPlayer() == GetSpellAbilityUnit() then
    call CinematicFilterGenericBJ( 0.20, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope_Mask.blp", 0.00, 0.00, 0.00, 100.00, 0, 0, 0, 0.00 )
    call PolledWait( 7.00 )
    call CinematicFilterGenericBJ( 0.20, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope_Mask.blp", 0.00, 0.00, 0.00, 0.00, 0, 0, 0, 100.00 )
    endif
endfunction

//===========================================================================
function InitTrig_Scope_Fade_Filter takes nothing returns nothing
    set gg_trg_Scope_Fade_Filter = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Scope_Fade_Filter, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Scope_Fade_Filter, Condition( function Trig_Scope_Fade_Filter_Conditions ) )
    call TriggerAddAction( gg_trg_Scope_Fade_Filter, function Trig_Scope_Fade_Filter_Actions )
endfunction

The trigger isn't working >.<. Is it the fade filter or what?
12-30-2006, 03:02 AM#15
Mapz_Maker
umm ive never seen GetSpellAbilityUnit() maybe you mean GetOwningPlayer(GetTriggerUnit())