| 08-01-2007, 07:47 AM | #1 |
Mmkay. I made a fadefilter/cinematic thing at the start so that I wouldn't have to deal with the creation lag. Works fine! Buuut... When everything is gone, no units have their portraits. Just black spots... Help? Here's the code. JASS:function Set_Lag_Visor_Actions takes nothing returns nothing call CinematicModeExBJ( true, udg_Players, 0.0 ) call CinematicFadeBJ( bj_CINEFADETYPE_FADEOUT, 1.0, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0 ) call DisplayTimedTextToForce( udg_Players, 7.50, "TRIGSTR_2701" ) call PolledWait( 7.00 ) call CinematicFadeBJ( bj_CINEFADETYPE_FADEIN, 1.0, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0 ) call CinematicModeExBJ( false, udg_Players, 0.0 ) call StartSound( gg_snd_HeroFarseerReady1 ) call PolledWait(2.348) call StartSound( gg_snd_DuskWolf ) endfunction //=========================================================================== function InitTrig_Set_Lag_Visor takes nothing returns nothing local trigger t = CreateTrigger( ) call TriggerRegisterTimerEventSingle(t, 0.01 ) call TriggerAddAction(t, function Set_Lag_Visor_Actions ) set t = null endfunction |
| 08-01-2007, 07:57 AM | #2 |
And you are posting this GUI converted to Jass why? |
| 08-01-2007, 08:00 AM | #3 | |
Quote:
And if you look, there's code in there that GUI doesn't use. (StartSound(), CinematicModeExBJ, etc.) And that doesn't answer my question. Period. Why would I unwrap CinematicModeExBJ into this? CinematicModeExBJ is just what CinematicModeBJ wraps. JASS:function CinematicModeExBJ takes boolean cineMode, force forForce, real interfaceFadeTime returns nothing // If the game hasn't started yet, perform interface fades immediately if (not bj_gameStarted) then set interfaceFadeTime = 0 endif if (cineMode) then // Save the UI state so that we can restore it later. if (not bj_cineModeAlreadyIn) then set bj_cineModeAlreadyIn = true set bj_cineModePriorSpeed = GetGameSpeed() set bj_cineModePriorFogSetting = IsFogEnabled() set bj_cineModePriorMaskSetting = IsFogMaskEnabled() set bj_cineModePriorDawnDusk = IsDawnDuskEnabled() set bj_cineModeSavedSeed = GetRandomInt(0, 1000000) endif // Perform local changes if (IsPlayerInForce(GetLocalPlayer(), forForce)) then // Use only local code (no net traffic) within this block to avoid desyncs. call ClearTextMessages() call ShowInterface(false, interfaceFadeTime) call EnableUserControl(false) call EnableOcclusion(false) call SetCineModeVolumeGroupsBJ() endif // Perform global changes call SetGameSpeed(bj_CINEMODE_GAMESPEED) call SetMapFlag(MAP_LOCK_SPEED, true) call FogMaskEnable(false) call FogEnable(false) call EnableWorldFogBoundary(false) call EnableDawnDusk(false) // Use a fixed random seed, so that cinematics play consistently. call SetRandomSeed(0) else set bj_cineModeAlreadyIn = false // Perform local changes if (IsPlayerInForce(GetLocalPlayer(), forForce)) then // Use only local code (no net traffic) within this block to avoid desyncs. call ShowInterface(true, interfaceFadeTime) call EnableUserControl(true) call EnableOcclusion(true) call VolumeGroupReset() call EndThematicMusic() call CameraResetSmoothingFactorBJ() endif // Perform global changes call SetMapFlag(MAP_LOCK_SPEED, false) call SetGameSpeed(bj_cineModePriorSpeed) call FogMaskEnable(bj_cineModePriorMaskSetting) call FogEnable(bj_cineModePriorFogSetting) call EnableWorldFogBoundary(true) call EnableDawnDusk(bj_cineModePriorDawnDusk) call SetRandomSeed(bj_cineModeSavedSeed) endif endfunction |
