Cinematic Help
Jan 17 2010, 6:34 am
By: EzTerix  

Jan 17 2010, 6:34 am EzTerix Post #1



I thought I fixed my final cinematics for my game but apparently it doesn't work correctly on Multiplayer. It uses about 3 giant triggers (the entire cutscenes) and small activation triggers or whatever. I want it so that if any certain player uses an item (Key of Truth) on the door it will spark a cinematic where everyone in the game can hear the music and read the text from the cinematic.

Anyway, the problem is whenever one player uses the key to start the trigger (cinematic) then only some random other player can actually see the text and hear the music. No one else can. I thought it was something to do with the player executions but I tried a variety of player checks but none of them seem to work. I'll just post a couple triggers that are suppose to make the cinematic work

The trigger below is suppose to start the cinematic for Force 1 (player 1, 2, 3, 4, and 5, named Restless Individuals) however it seems every game whoever activates the trigger is the only one who can see it.
Also the "Terran Ghost" being created at "Hotel Key of Truth Spawn" is what starts the cinematic.

Collapse Box


Anyway. There is only one cinematic in the ending that works and it's condition is for All Players to kill atleast 1 (boss) and the players it executes for is Force 1. I'm starting to think it might not be the player executions I got wrong but maybe the conditions? Idk I just want it for each player to be able to start the cinematic (they don't all have to be there, just atleast 1 player) and for all of them to be able to see the transmissions and hear the music. They can see the units because I made Player 7 seeable for everyone.

Does anyone know what's going on? Or do I need to explain things more clearly because this sounds a little confusing :P. I feel that either the conditions or player executions are the reason behind this. I find it odd how the final final cinematic works but the previous two don't.



None.

Jan 17 2010, 6:36 am Falkoner Post #2



If the conditions that need to be met in order to have the trigger run are no longer true after it has run, then it will run once, for the first player, and then it will stop running, so the other players don't even see it.



None.

Jan 17 2010, 6:39 am EzTerix Post #3



Quote from Falkoner
If the conditions that need to be met in order to have the trigger run are no longer true after it has run, then it will run once, for the first player, and then it will stop running, so the other players don't even see it.

Hmm slightly confused but, so you mean instead of killing this Terran Ghost immediately after it starts I should leave it there to run the cinematic and then kill it?

Post has been edited 2 time(s), last time on Jan 17 2010, 6:46 am by EzTerix.



None.

Jan 17 2010, 6:50 am Neki Post #4



If you ever want a cutscene to ever play for a whole force or multiple players, you are going to need a condition that will remain true after the first player executes it, meaning you should usually set a separate dc for each player to do this. Because when you use either the Force checkbox or check multiple boxes for players when selecting who the trigger will affect, it's just the same as creating the same trigger multiple times for each player separately.



None.

Jan 17 2010, 6:53 am EzTerix Post #5



Quote from name:Taylor Swift
If you ever want a cutscene to ever play for a whole force or multiple players, you are going to need a condition that will remain true after the first player executes it, meaning you should usually set a separate dc for each player to do this.

I have 5 different triggers for 5 different players (the example I gave). Each one is used to activate the one cutscene (or well actually 2). I used a Bring condition (bring atleast 1 terran ghost to location, (starts cinematic) but I kill it on like the first action. So I should put it on the bottom then?



None.

Jan 17 2010, 7:44 am Jack Post #6

>be faceless void >mfw I have no face

Correct, kill it in the last player's trigger. HOWEVER, you also have to have a check to see if the player is there.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 17 2010, 9:13 am EzTerix Post #7



k thanks for helping guys. However after this problem a new problem occurred. When I do the action "Create 1 unit" it instead creates 3 or 4 or whatever amount of people are in the game. I was wondering if there was another way to get around this other than making a separate trigger for each character and just using the main Cinematic trigger with everything in it (does it have to do with player executions?).



None.

Jan 17 2010, 9:15 am Jack Post #8

>be faceless void >mfw I have no face

Add a condition
Brings at most 1 ghosts to loc.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 17 2010, 9:23 am EzTerix Post #9



Quote from name:zany_001
Add a condition
Brings at most 1 ghosts to loc.

If I did just that + preserve trigger would it not allow any more "ghosts" to be created there?



None.

Jan 17 2010, 9:26 am Jack Post #10

>be faceless void >mfw I have no face

Yeah, until the ghost gets killed on the last trigger.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 17 2010, 6:48 pm NudeRaider Post #11

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

Generally whenever you want to detect a global event (e.g. All Players brings ...) and have actions that are supposed to only run once (e.g. create ghost) plus Current Player actions (e.g. display text) you use a computer player (or a single required player slot) as trigger owner and only do your "run once" actions in that trigger. For the Current Player part you have the comp set a death counter for the respective player (group(s)).
Then use a 2nd trigger owned by these players that checks for the dc and runs the Current Player actions.

If you have no computers things get a lot trickier as you need to determine a single active player that runs those "run once" triggers. Since you have to account for leavers and empty player slots it's complicated, but I'll explain it should you need it.




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