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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