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Cinematic Mode == No Unit Portraits

08-01-2007, 07:47 AM#1
darkwulfv
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.
Collapse 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
Anitarf
And you are posting this GUI converted to Jass why?
08-01-2007, 08:00 AM#3
darkwulfv
Quote:
And you are posting this GUI converted to Jass why?
Because those are the functions the GUI actions brought up, and when I looked in JASScraft, the wrappers were huge.

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.
Collapse 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