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Cinematic System thread limit

05-18-2007, 02:41 PM#1
Silvenon
When I read the description, I read that the code may reach the threadlimit, I didn't know what that exactly meant, so I ignored it

Now it happened, well, I think it did, the Script System skipped a whole bunch of things, and just went straight to the last. In the description said that I should insert short waits, I did, but nothing happened, and I don't understand what would a short wait do anyways

Can someone explain me what to do? An example would be nice......

Thanks in advance
05-18-2007, 02:49 PM#2
iNfraNe
this is not caused by the thread limit. The thread limit means the actions would just stop, not skip to the last. We'll need your code (unless ani knows from this what mightve happened.).
05-18-2007, 03:57 PM#3
Silvenon
Do you need only the script part? If you need the rest of the functions, just tell me

Collapse JASS:
function Trig_Init_Scene_1_Actions takes nothing returns nothing
    local real a = GetUnitFacing(gg_unit_h005_0007) - 180
    local real d = SquareRoot((-4886+3750)*(-4886+3750)+(4514-4396)*(4514-4396))
    local real v = 800
    
    call WriteToScene(1)
    call ScriptActColour(0, 1, 100, 100, 100, 0, 0)
    call ScriptCamera(0, 1, 0, 1)
    call ScriptFog(0, 100, 10000, 0, 0, 0, 5)
    call ScriptExternalFunc(0, "Fade_In")
    call ScriptExternalFunc(1, "Create_Fog")
    call ScriptActAnimPlay(1, 2, SoldierGetAnimId("stand_2"), 1)
    call ScriptExternalFunc(6, "Fade_Out")
    
    call ScriptPlaySound(8, DarkSummoning, 0.5, 127)
    call ScriptPlaySound(9, FrostArmor, 1, 127)
    call ScriptPlaySound(9.5, FootmanDeath, 1, 127)
    call ScriptPlaySound(10.5, Possession, 0.5, 127)
    call ScriptPlaySound(11, FootmanDeath, 1, 127)
    call ScriptPlaySound(11.5, FootmanDeath, 1, 127)
    call ScriptPlaySound(12.5, FrostArmor, 1, 127)
    call ScriptExternalFunc(13, "Kill_All_Footmen")
    call ScriptExternalFunc(13.5, "Fade_In")
    
    call ScriptExternalFunc(15, "Soldier_Talk1")
    call ScriptCamera(17, 3, 10, 3)
    call ScriptActTurn(17, 2, a, 1, 1)
    call ScriptActAnimPlay(17, 2, SoldierGetAnimId("stand_1"), 1)
    call ScriptExternalFunc(19, "Soldier_Talk2")
    call ScriptExternalFunc(21, "Spawn_Crows")
    call ScriptActAnimPlay(24, 2, SoldierGetAnimId("attack_2"), 1)
    call ScriptActEffect(24, 2, ThunderClap, "origin", 1)
    call ScriptExternalFunc(24, "Soldier_Talk3")
    call ScriptPlaySound(24.5, Vulture, 0.5, 127)
    call ScriptExternalFunc(24.5, "Scare_Crows")
    call ScriptActAnimPlay(25, 2, SoldierGetAnimId("stand_1"), 1)
    call ScriptCamera(27, 4, 0, 1)
    call ScriptExternalFunc(27, "Fire_Missile")
    call ScriptCamera(31, 5, 3, 4)
    call ScriptCamera(34, 5, 0, 1)
    call ScriptExternalFunc(33, "MaidenShow")
    call ScriptExternalFunc(33, "MaidenFadeIn")
    call ScriptExternalFunc(35, "MaidenFadeOut")
    call ScriptExternalFunc(36, "Fade_Out")
    
    call ScriptCamera(37, 6, 0, 1)
    call ScriptExternalFunc(37, "MaidenHide")
    call ScriptExternalFunc(38, "Fade_In")
    call ScriptExternalFunc(39, "SpawnDeathLord")
    call ScriptCamera(39, 7, 6, 3)
    call ScriptExternalFunc(42, "Soldier_Talk4")
    call ScriptExternalFunc(45, "ApplyGreenFog")
    call ScriptCamera(45, 8, 4, 3)
    call ScriptCamera(49, 8, 0, 1)
    call ScriptActAnimPlay(50, 1, DeathLordGetAnimId("stand_channel"), 1)
    call ScriptExternalFunc(51, "Soldier_Talk5")
    call ScriptExternalFunc(53, "StrikeSoldier")
    call ScriptCamera(53, 9, 0, 1)
    call ScriptExternalFunc(54, "Soldier_Talk6")
    
    // The conversation begins
    
    call ScriptCamera(56, 10, 0, 1)
    call ScriptActSlide(56, 1, -4670, 4378, 5, 0)
    call ScriptActAnimPlay(56, 1, DeathLordGetAnimId("walk"), 0.5)
    call ScriptCamera(60, 11, 0, 1)
    call ScriptActAnimPlay(61, 1, DeathLordGetAnimId("stand_1"), 0.5)
    call ScriptExternalFunc(61, "Conversation1_Percieval1")
    call ScriptActAnimPlay(61, 2, SoldierGetAnimId("attack_2"), 0.5)
    call ScriptActEffect(62, 2, Resurrect, "origin", 1)
    call ScriptExternalFunc(63, "HitSoldier")
    call ScriptActAnimPlay(63 + d/v, 2, SoldierGetAnimId("death"), 1)
    call ScriptExternalFunc(65, "Conversation1_Necromancer1")
    call ScriptActAnimPlay(66, 2, SoldierGetAnimId("stand_1"), 1)
    call ScriptExternalFunc(69, "Conversation1_Necromancer2")
    call ScriptExternalFunc(73, "Conversation1_Necromancer3")
    call ScriptExternalFunc(77, "Conversation1_Percieval2")
    call ScriptExternalFunc(81, "Conversation1_Necromancer4")
    call ScriptExternalFunc(86, "Conversation1_Necromancer5")
    call ScriptExternalFunc(91, "Conversation1_Necromancer6")
    call ScriptActSlide(97, 3, -4132, 4595, 0, 0)
    call ScriptCamera(97, 13, 2, 3)
    call ScriptExternalFunc(99, "MaidenFadeIn")
    call ScriptCamera(99, 13, 0, 1)
    call ScriptActAnimSpeed(99, 3, 0.15)
    call ScriptActAnimPlay(100, 3, MaidenGetAnimId("stand_ready"), 1)
    call ScriptCamera(113, 14, 0, 1)
    call ScriptExternalFunc(113, "Conversation1_Percieval3")
    call ScriptCamera(116, 13, 0, 1)
    call ScriptActAnimSpeed(116, 3, 1)
    call ScriptActAnimPlay(116, 3, MaidenGetAnimId("stand_1"), 1)
    call ScriptCamera(119, 11, 0, 1)
    call ScriptExternalFunc(119, "Conversation1_Percieval4")
    call ScriptExternalFunc(123, "Conversation1_Necromancer7")
    call ScriptExternalFunc(127, "Conversation1_Necromancer8")
    call ScriptExternalFunc(132, "Conversation1_Percieval5")
    call ScriptExternalFunc(136, "Conversation1_Necromancer9")
    call ScriptFog(138, 0, 400, 0, 0, 0, 1)
    call ScriptExternalFunc(139, "Conversation1_Necromancer10")
    call ScriptFog(139, 0, 900, 0, 0, 0, 0.5)
    call ScriptFog(139.5, 0, 0, 0, 0, 0, 1)
    
    // The conversation ends
    
    call ScriptExternalFunc(79, "Fade_Out")
    call ScriptCamera(80, 2, 0, 1)
    call ScriptExternalFunc(81, "End_Scene_1")
endfunction

Here, btw, your system rocks!

EDIT: Heh, I see the problem, the last few functions don't have the time set right :)
Thanks, if it weren't for you, I probably wouldn't see the mistake
05-18-2007, 04:10 PM#4
iNfraNe
np :)