Yo all its Pinky again.
Last time I was here I found out about transmissions using waits and Falkoner developed a handy wait rounder for me thank you Falkoner.
I am just wondering is there a more effecient way to get in-game conversations without having to use waits or does it get really messy?
For example I am trying to get something like this:
Bill: Yo I want to buy a gun.
Bob: GTFO F00!
Bill: I don't like your attitude.
Now when I use tranismissions with the waits it seperates them out but if I use 0 second waits or display text msg the text just insta spams on the screen, I want the conversation to carry out realisticly and give you time to read it though.
Can anyone help?
None.
Use death counter waits combined with display text.
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If you aren't using hypertriggers then waits should be fine.
If you are they you could use a death counter and map your conversations like this:
Death counter set to 100 or so (set to go down by 1 each trigger cycle)
Bill: Yo I want to buy a gun. (display when counter = 75)
Bob: GTFO F00! (when counter = 50)
Bill: I don't like your attitude. (when counter = 25)
and so on
🤙🏾
ok thanks also another question just came to mind when i am uploading WAVS with lowest quality they end up being really big.....
like i uploaded 50seconds of music in lowest quality (it had WAv extension) and it made my map 3mb in size...
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
Thats the way it is. Wavs are huge. Starcraft is too old to support mp3 or similar compressed music.
Try music loops that repeat after like 10 seconds and save the wav in 16 bit because then starcrafts internal wav compression works best.
Use death counter waits combined with display text.
Wouldn't that make it impossible to see what other people are saying? (assuming you have a preserve trigger on the text trigger)
None.
Use death counter waits combined with display text.
Wouldn't that make it impossible to see what other people are saying? (assuming you have a preserve trigger on the text trigger)
Thats why you don't preserve the trigger.. and if you do you have another dc set to 1 or 0 depending if the text is going?
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The only effect that you cannot achieve without Transmission is the little circles around units, so what I usually do, if I want that, is I use a Transmission, with a wait 0, no text, and a silent WAV(or if you want a WAV you can use that too), that pings the location of the unit, and makes the circle around it. Then I use Death Counts and Display Text Message to get the text there.
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Just an after thought the death counts thing would make it convuluted unless I am misunderstanding.
Right now my trigger goes liek this
Condition:Bring Bill to Bob
Action:Bill: Yo I want to buy a gun.
Bob: GTFO F00!
Bill: I don't like your attitude.
and thats it all in one little trigger, but with death counters i would have to go...
Condition:Bring Bill to Bob
ActionAdd 1 Death Count
Preserve Trigger
Condition:Death Count is 1
Action:Bill: Yo I want to buy a gun.
Condition:Death Count is 700 or watever it is
Action:Bob: GTFO F00!
Condition:Death Count is 1400 or watever it is
Action:Bill: I don't like your attitude.
So this way a one trigger job will become a four trigger job, is that right? :S
Ok so WAVs are always big in STARCRAFT is that right because in my music folder there are 3 minute songs that are 3mb whereas uploading a 30 second WAV is 3mb...
None.
Yes, it will end up using more triggers, unfortunately, but that's the only workaround to avoid Wait Blocks
And yes, WAVs are uncompressed sound, they're simply big. If you want the most compression possible, go for 16 bit, mono, 8.000 Khz, however, that can only get you so much smaller.
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there is no limit to the amount of triggers right? this is all pro and no con right?
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>be faceless void >mfw I have no face
There are maps out there with hundreds of thousands of triggers. 4 triggers is nothing.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
That doesn't stop the map from hitting the string limit though.
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That doesn't stop the map from hitting the string limit though.
Yes, but the string limit is not an issue here, because he will use the same number of strings, regardless of which method he uses.
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