skipping cinematics

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Dipski

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hi there i just need to know how to make it so you can skip a cinematic by pressing esc
I searched the forums but found nothing specific enough
I dont need to worry about ending triggers or nonsense, just skipping it

plz either tell me where a post about this is or post yourself ;)
 
Uhmm... get the map WarDraft micro tourny and open it.. its always unprotected.. reasons r in the map.. and check out the skip cinematics trigger.. hope that will help :D
 
Code:
Skip Cinematics
    Events
        Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
        Trigger - Remove <trigger that runs cinematic> from the trigger queue
        Trigger - Run End Cinematics <gen> (ignoring conditions)
Code:
End Cinematics
    Events
    Conditions
    Actions
        Cinematic - Turn cinematic mode Off for (All players)
        Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
        Cinematic - Enable user control for (All players)
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Camera - Pan camera as necessary for (Picked player) to (Center of (Playable map area)) over 0.50 seconds
have the second one be run at thge end of your cinematic too.
 
well im in a pickle :( , first of all xphere, your maps dont work, it says it cant run trigger function returnunit b/c it's not in trigger database and then it gives critical error "not enough storage is available to process this command" and it closes out of program :eek: and
AgentPaper's code doesn't work, it gets off cinematic but still does transmissions and the camera is messed up when it gets the the middle of map because of my angles :banghead:
plz help?
 
hmm maybe add a couple if then elses that check a variable during the cinematic, and have esc make that variable 1 instead of 2 or something.
 
Dipski said:
first of all xphere, your maps dont work, it says it cant run trigger function returnunit b/c it's not in trigger database
Yes, you are right, all my maps have been done under WEU and if you try to open it under WE, it crashes.
I will do some minor changes to it so you can open it under WE ;)

Basically, this is the idea:
Split every cinematic in no less than three triggers:
- Intro: Set the unit cinematics, the camera, the fading...
- Action: Where all the action runs
- Outro: Eerase all created units for cinematic, reset camera, reset fading...
Enqueue all these triggers in the Trigger Queue.

Have a boolean variable b_isSkippedCinematic and a trigger variable trg_CurrentCinematic.
When the cinematic begins, enable this trigger
Code:
Events
    Player - Cinematic skipped
Conditions
Actions
    set b_isSkippedCinematic = true
    Remove (trg_CurrentCinematic) from Trigger Queue
And in the Action part of your cinematic do something like
Code:
Events
Conditions
Actions
    set b_isSkippedCinematic = false
    set trg_CurrentCinematic = This trigger
    (... Do some action for your cinematic... )
    If (b_isSkippedCinematic is true) then (Skip remaining actions) Else (Do nothing)
    (... Do some more actions... )
    If (b_isSkippedCinematic is true) then (Skip remaining actions) Else (Do nothing)
    (... Do some more actions... )
    Remove (This trigger) from Trigger Queue
Remember to put a "Remove (This trigger) from Trigger Queue" statement at the end of every trigger you enqueue.

Hope it help
 
well thx for you help but it didnt exactly work as planned :( and it would be nice if you could make those maps readable by me ;)
well heres what i have (these are in the order i have them)
Code:
skip cinematics
Events
    Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
    Set b_isSkippedCinematic = True
    Trigger - Remove trg_CurrentCinematic from the trigger queue
Code:
murloc intro
Events
    Map initialization
Conditions
Actions
    Trigger - Add (This trigger) to the trigger queue (Checking conditions)
    Trigger - Add murloc action <gen> to the trigger queue (Checking conditions)
    Trigger - Add murloc outro <gen> to the trigger queue (Checking conditions)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
    Cinematic - Disable user control for (All players)
    Cinematic - Turn subtitle display override On
    Camera - Apply Camera 1 1 <gen> for Player 1 (Red) over 2.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Code:
murloc action
    Events
    Conditions
    Actions
        Set b_isSkippedCinematic = False
        Set trg_CurrentCinematic = (This trigger)
        Camera - Apply Camera 1 2 <gen> for Player 1 (Red) over 5.00 seconds
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Footman 0030 <gen> named Footman: Play RL_ch1_Footman1 <gen> and display Something seems to ....  Modify duration: Add 0.00 seconds and Wait
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Dagrall 0001 <gen> named Lord Dragall: Play No sound and display Bah... I can't beli....  Modify duration: Add 0.00 seconds and Wait
        Cinematic - Send transmission to (All players) from Footman 0029 <gen> named Footman: Play RL_ch1_Footman2 <gen> and display If I EVER catch tha....  Modify duration: Add 0.00 seconds and Wait
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Dagrall 0001 <gen> named Lord Dragall: Play No sound and display Well, he's sitting ....  Modify duration: Add 0.00 seconds and Wait
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Footman 0034 <gen> to Move To (Center of Footman move <gen>)
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply murloc 1 1 <gen> for Player 1 (Red) over 0.00 seconds
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply murloc 1 2 <gen> for Player 1 (Red) over 3.00 seconds
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Camera 1 2 <gen> for Player 1 (Red) over 0.00 seconds
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Footman 0034 <gen> named Scout: Play RL_ch1_scout1 <gen> and display Lord Dragall, scout....  Modify duration: Add 0.00 seconds and Wait
        If (b_isSkippedCinematic Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Dagrall 0001 <gen> named Lord Dragall: Play No sound and display All right, lets rai....  Modify duration: Add 0.00 seconds and Wait
        Trigger - Remove (This trigger) from the trigger queue
Code:
murloc outro
    Events
    Conditions
    Actions
        Cinematic - Turn cinematic mode Off for (All players)
        Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 0.00 seconds
        Cinematic - Enable user control for (All players)
        Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
        Trigger - Remove (This trigger) from the trigger queue
anyway you could help me with that mouthfull? :confused:
 
Dipski said:
Code:
murloc intro
Events
    Map initialization
Conditions
Actions
    Trigger - Add (This trigger) to the trigger queue (Checking conditions)
    ...
Why are you adding the trigger to the queue??
It is currently running, there is no need to do it.

You can try to find my cinematic map in the free trigger zone.
It is now modified to allow WE users to open it.
 
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