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Triggering in movie maps

Creator: Cheathunter
Time: Jul 7 2008, 2:12 am

Post #1     Cheathunter Jul 7 2008, 2:12 am

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How do people make the triggers in movie maps?

Do they make all the triggers define for all players? Because if it created a unit 8 units would be created instead of 1

So, how do they do it?
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Post #2     Kaias Jul 7 2008, 2:19 am

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Things like sounds and text displays would need to be defined for all players.

Everything else would only need be for 1 player (kill create move giv order etc)
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Post #3     NudeRaider Jul 7 2008, 11:10 am

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The thing is if you have a trigger, that shows text, plays a sound and creates a unit you have to split it up as for some actions you can't define a player - it just runs for current player.
A typical trigger set would look like this:

<Comp Player>
Conditions:
<Intro start>
Actions:
Set death counter 'cutscene' for <Human Force> to 1
Create 1 unit for <Comp Player>

<Human Force>
Conditions:
Death counter 'cutscene' of Current Player is exactly 1
Actions:
Display text "<text of cutscene 1>"
Play wav "<sound of cutscene 1>"
Set death counter 'cutscene' for Current Player to 0
possibly preserved, if the text/sound might be played again (e.g. quest information)

At another point of the cutscene there may be another dialogue with text and sound then you set the death counter to 2 and make another trigger for the humans.
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Post #4     Clokr_ Jul 7 2008, 12:53 pm

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They use deathcounters to keep track of the current cutscene and at the same time to trigger text messages and sounds for the rest of players. A computer player controls the triggers which do all the work related to the movie. Those triggers change a deathcounter to activate the text / sound triggers owned by the human players when needed.
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Post #5     Falkoner Jul 7 2008, 7:53 pm

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When making movies(yes, I have done a couple) I usually just have a death count constantly adding up, and I do the actions when it reaches certain numbers, it's quite easy, and you can pause the entire movie just by stopping the death count :)
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Post #6     Cheathunter Jul 7 2008, 9:54 pm

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I dont know if im going to use just death counts. I think ill be able to use other things to keep the movie going.
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Post #7     Zombiechao Jul 10 2008, 5:54 pm

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and you can pause the entire movie just by stopping the death count
Then why doesn't anybody add a pause button? or a rewind?
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Post #8     Clokr_ Jul 10 2008, 5:55 pm

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Quote from Zombiechao
Quote
and you can pause the entire movie just by stopping the death count
Then why doesn't anybody add a pause button? or a rewind?

How would you press it if your screen is centered on the action the whole time? You'd have to hotkey it at the beginning....
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Post #9     Zombiechao Jul 10 2008, 6:43 pm

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That really wouldn't be a problem.
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Post #10     Falkoner Jul 11 2008, 1:17 am

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Then why doesn't anybody add a pause button? or a rewind?

Because no one else makes movies that way, they all do it the newby way and use switches at such.
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Post #11     NudeRaider Jul 11 2008, 11:20 am

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Quote from Falkoner
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Then why doesn't anybody add a pause button? or a rewind?

Because no one else makes movies that way, they all do it the newby way and use switches at such.
C'mon not everybody is a noob mapper. My cutscenes (never made a movie map) always use a dc timer to synch transmissions with the actions.

Quote
Then why doesn't anybody add a pause button? or a rewind?
But the pause button or even rewind causes serious trouble as the game still goes on when you just stop the dc.
You can give all units to P12 and teleport them out of the map, but that won't stop a flying nuke for example it will cancel it.
Also spell effects like plague still are working, lockdowns wearing off, etc.
And when you want to rewind I wanna see how your unit you're attacking is running back to its attacker or how you make the nuke flying back into the silo.
These are only a few examples which all cause serious trouble if you're trying to rewind/stop. Some of them probably are impossible to solve completely (e.g. units will always run forward, never backward).
That's the reason why there's no rewind.
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Post #12     Falkoner Jul 11 2008, 3:48 pm

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But the pause button is perfectly plausable, other than units having to finish current orders.
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