I noticed this in some bound maps. How do you get the screen to stay in a position, the mouse can still move, but can't click and drag to select, and then it goes back to normal when the music stops. I think it has something to do with the "Play Sound" , and "Center Screen" location. It may just be some type of a trigger glitch that when the music plays, the trigger somehow keeps on being active or something. LegacyWeapon stated on Maplantis.org that it was the "Transmission" trigger. I don't think it is. I also noted that when the music repeated, the screen went back to normal. I would like to be able to control this feature.
Thanks.
Post has been edited 2 time(s), last time on May 20 2008, 7:13 pm by Brontobyte.
None.
If you want to keep the players' screen the same place just spam the
center view action.
The
Play WAV action plays sounds.
Transmission also plays sounds, among other things.
As for the cursor being able to move or whatever, when you play in single player mode a
center view action will move your cursor to the center of the screen. If you're playing a bound or something that spams that trigger you'll have a hard time doing anything at all. In multiplayer mode it doesn't do that though.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I noticed this in some bound maps. How do you get the screen to stay in a position,
Constantly center screen on the desired location.
the mouse can still move,
In Battle.net there is no way to alter mouse position, so no problem here. In single player, however a move screen would center the mouse on the screen.
but can't click and drag to select,
If you constantly change owner of the units you cannot select them (to be precise, as soon as you select them they get deselected again), however you're still able to drag a selection box (which will be useless).
I don't know of a trigger that will even prevent the box dragging. I've never seen it and I kindly ask you to attach that map.
and then it goes back to normal when the music stops. I also noted that when the music repeated, the screen went back to normal. I would like to be able to control this feature.
That is definitely made by the map maker who stopped the relevant triggers when you stop the music.
I think it has something to do with the "Play Sound" , and "Center Screen" location. It may just be some type of a trigger glitch that when the music plays, the trigger somehow keeps on being active or something. LegacyWeapon stated on Maplantis.org that it was the "Transmission" trigger. I don't think it is.
The only theory I have is that when the "play wav" action is executed that there's a small time frame in that the sound is loaded and that prevents certain things - though I highly doubt it. Check it by making a always executing "play wav" action of a large sound.
It happened in Red2Blue's Red2BlueBound map. When you finished the top set of obstcals then when your bounder moved to the second set of obsticals, your screen was locked. I also noted that their was some lag between when the move/center screen trigger fired and when the music repeated.
Post has been edited 3 time(s), last time on May 20 2008, 8:46 pm by Brontobyte.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I'm not exactly sure which behavior you want to replicate. I still ask you for the map. No need to take wild guesses when we can check it.
Btw. EUD's are capable of detecting screen pos. So the map maker could execute the center view action only if you tried to move it.
I still ask you for the map.
Here you go.
Note: I modified it so that you don't even have to play it. All you have to do is just move in the outside paths. It happens at the end of the levels ( Horizontally ) When you move to the next one, your bounder moves right away, then if you don't move your screen, it will move over top of the new moving place of the bounder and you will be locked their until the music repeats. Its most likely not EUD's or anything like that.
Post has been edited 2 time(s), last time on May 20 2008, 8:46 pm by Brontobyte.
None.
It's because it is single player... Some actions in single player act differently. The screen will actually move (rather than jump) to the new location and the mouse cursor is forced in the center until it is done. The music looping thing is probably just a glitch with the triggers
and it being in Single Player.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
In single player,
center view acts as a wait, which means it gets blocked by other waits. The music loop uses a wait.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yes, Farty, that's what I'm thinking too. But he insists it's something else.
Uhm... what's up with that map? Nothing is working.
- I didn't hear any music, not even after killing the ovi
- When I clicked the flag of the end of the level sc crashed, LOL!
- When I reached the end flag with my ling nothing happened.
So what is this map supoosed to show me?
The music doesn't start until you walk up to the first obstacle. Killing the overlord disables it entirely.
None.
So its just the Center View trigger that is acting as a wait block? It would just be like a normal trigger, with hyper triggers, and then just make the center view on a location right?
Post has been edited 2 time(s), last time on May 20 2008, 8:46 pm by Brontobyte.
None.
Center View is a wait when in 1-player mode, otherwise it is not. Transmission is always a wait, and Wait, obviously, is a wait.
None.
Does the music have to be playing, or do I just need to cause a wait block?
Post has been edited 2 time(s), last time on May 20 2008, 8:48 pm by Brontobyte.
None.
Wait, what? You're not going for a wait block, you are trying to avoid them..
None.
Let me show you how to hump without making love.
Does the music have to be playing, or do I just need to cause a wait block?
Death Counters
None.
Wait, what? You're not going for a wait block, you are trying to avoid them..
Thats exactly what I'm going for. I want to be able to control this beast.
Post has been edited 2 time(s), last time on May 20 2008, 8:46 pm by Brontobyte.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
You don't need all that fancy stuff to create a wait block. Just execute 2 waits the same time for the same player and voilá. You can also take transmissions as they execute a wait too. In single player you can move screen to create a short wait.
Good luck with your (mostly useless) tests.
Good luck with your (mostly useless) tests.
Yeah, it is mostly junk. I just thought it would be cool to do this for a single player map. ( What was I thinking?
)
Post has been edited 2 time(s), last time on May 20 2008, 8:47 pm by Brontobyte.
None.
What about setting a timer the same length as the music? or do you want to be able to say, go on a beacon and it plays music and centers then go off and it does or what?
None.
I have no idea what you are talking about. Use quotes and don't bring up old threads.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"