Camera moves weird

Prester

New Member
Hi

I wanted to make a simple cinematic to test it out,
when a unit enters a region ( can only be human player) it starts, the camera jumps instantly to the first position and then wanders from camera to camera until it reaches camera11.
all units are freezed to not attack each other, murlocs are waked up to attack after cinematic.

Sounds very simple, but i just cannot figure out what my cameras are doing wrong :-(
ingame with this trigger it starts at camera 1 and then moves to camera2 and then stops for ~ 1 sec and then goes back to normal ??




Trigger:
Trigger:
  • MurlocFilm
    • events
      • unit - A unit enters Murlocgespraech <gen>
    • conditions
    • actions
      • unit group - Pick every unit in (Units in Startinsel <gen>) and do (Actions)
        • loop - actions
          • unit - Wake up Murloc-Nachtkriecher 0019 <gen>
          • unit - Wake up Murloc-Jäger 0032 <gen>
          • unit - Wake up Murloc-Läufer 0033 <gen>
          • unit - Wake up Murloc-Läufer 0034 <gen>
          • unit - Wake up Murloc-Läufer 0035 <gen>
          • unit - Pause ein all units
      • Video - Turn cinematic mode on for (All players)
      • Video - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
      • player group - Pick every player in (All players controlled by a human player) and do (Actions)
        • loop - Aktionen
          • camera - apply Murloc1 <gen> for (Picked player) over 0.00 seconds
          • camera - apply Murloc2 <gen> for (Picked player) over 2.00 seconds
          • Wait 1.00 seconds
          • camera - apply Murloc3 <gen> for (Picked player) over 1.00 seconds
          • Wait 0.50 seconds
          • camera - apply Murloc4 <gen> for (Picked player) over 1.00 seconds
          • Wait 0.50 seconds
          • camera - apply Murloc5 <gen> for (Picked player) over 1.00 seconds
          • Wait 0.50 seconds
          • camera - apply Murloc6 <gen> for (Picked player) over 1.00 seconds
          • Wait 1.00 seconds
          • camera - apply Murloc7 <gen> for (Picked player) over 1.00 seconds
          • Wait 1.00 seconds
          • camera - apply Murloc8 <gen> for (Picked player) over 1.00 seconds
          • Wait 1.00 seconds
          • camera - apply Murloc9 <gen> for (Picked player) over 1.00 seconds
          • Wait 1.00 seconds
          • camera - apply Murloc10 <gen> for (Picked player) over 2.00 seconds
          • Wait 2.00 seconds
          • camera - apply Murloc11 <gen> for (Picked player) over 3.00 seconds
      • Video - Send transmission to (All players) from Murloc-Nachtkriecher 0019 <gen> named Murloc-Cheffe: Play no sound and display Harrr ... vernichte.... Modify duration: add 10.00 seconds and wait
      • Video - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
      • unit - Pause off all units
      • trigger - Turn off (This trigger)


my WE is german so i have to translate every line so some lines probably sound strange to you ;P
 
You cannot have Waits in For Each Object-loops. The loop body is executed in another thread but this one will halt when encountering a Wait.
 

Prester

New Member
then how do i avoid the loop?
or avoid the wait s?
i would like to put (every human player) into some variable cause i need it realy often and can never choose it -.-
 

Curo

Why am I still playing this game...?
Pick every player...
wait
Pick every player...
wait
Pick every player...
wait

NOT:

Pick every player...wait...wait...wait.

Waits should go outside the loop. And wait game time, not just time.
 

HydraRancher

Truth begins in lies
Pick every player...
wait
Pick every player...
wait
Pick every player...
wait

NOT:

Pick every player...wait...wait...wait.

Waits should go outside the loop. And wait game time, not just time.
Last time I tried to use a polled wait JassHelper gave me an error. :p
 
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  • tom_mai78101 tom_mai78101:
    I have a GIF though
  • tom_mai78101 tom_mai78101:
    In the GIF, I've configured it so the lower the "Main Value" is, the better. I had to compress it pretty far down though.
  • tom_mai78101 tom_mai78101:
    And this is the thread with the video that shows the wall clip. https://tasvideos.org/Forum/Topics/23453
    +2
  • tom_mai78101 tom_mai78101:
    Hmm, about the Headline News, I noticed threads are being moved into the subforum (Health News, Environmental News, etc.). When that happens, the TH Forum Home page loses the articles, and instead would show old articles posted 1 or 2 weeks ago.
  • tom_mai78101 tom_mai78101:
    What do we do with the Home page?
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    I added those forums to the filter for that widget.
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  • tom_mai78101 tom_mai78101:
    Oh nice. They're back. Thanks.
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    Now I think it makes more sense for me to put news in their own subforums, without worry.
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    Awesome Ghan thanks! I was purposely not moving the first 15 news articles in Headline news to the different subforums but I guess I don't have to do that now?
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    Question: Is there a way to remove thread redirects? It creates a copy of the moved thread and takes up space, and I am leaning towards wanting to remove them in the Headline News. But if they have an expiration date, I guess I'm fine with it.
  • The Helper The Helper:
    If you move a thread please leave a permanent redirect. You can delete any redirects after 6 months. The redirects are left to help Search Engines find the moved content.
  • tom_mai78101 tom_mai78101:
    What if you move the permanent redirect, not the thread?
  • The Helper The Helper:
    I think that works but I have not messed with it. You can delete redirects though if you have to that will not delete the original thread
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    if a redirect ends up in the same forum as the post it goes to though I think the redirect drops or fails or something but they are not bugged out and when you are working on an indirect the original post is safe.
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