Unit Speaking? + Some problems

  • Thread starter Thread starter GorLEs
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GorLEs

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How to get that "letter box" when some unit speaks...with out sound, altough.

cause i made trigger looking like this:

(few other problems too, reads under the trigger)

Code:
[COLOR=Navy]Events[/COLOR]
    [COLOR=DeepSkyBlue]Time - Elapsed game time is 0.50 seconds[/COLOR]

[COLOR=Indigo]Actions[/COLOR]
    [COLOR=Blue]Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
    Player Group - Pick every player in (All players) and do (Camera - Apply Footy Cam <gen> for (Picked player) over 2.00 seconds)
    Sound - Play No sound at (Real(***The Text***.))% volume, attached to Footman 0172 <gen>
    Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Footy Visible <gen>
    Wait 6.00 seconds
    Visibility - Disable (Last created visibility modifier)
    Unit - Order Footman 0172 <gen> to Move To (Center of Footy 01 <gen>)
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds[/COLOR]


Problems: :eek:
-Footy Doesn't speak
-Footy Doesn't walk
-I can see enemy after this trigger in map....at least when i used the visibility enable thing, but instead, there was disable it...
so it first enabled it, and then disabled.
 
uh, you're using the wrong trigger action, its not "sound - play sound", it's "cinematic - display transmission from unit".

- why the footy doesn't walk I don't know, looks fine to me

- why would you enable a visibility modifier and then instantly disable it? makes no sense, why not just disable it first off and leave it at that?
 
he doesn't immediately disable it, he gives it a good 6 seconds per picked unit

kinda hard to follow without indentations...
 
now it speaks but still these problems:
-Footy Doesn't Move
-Trigger Reveals the whole map (i can see where enemy is after this trigger,i wan't, that i can't see enemy from the map, after this)

It Looks like this now:

Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
Player Group - Pick every player in (All players) and do (Camera - Apply Footy Cam <gen> for (Picked player) over 2.00 seconds)
Cinematic - Send transmission to (All players) from Footman 0172 <gen> named Footy: Play No sound and display ***Text*** Modify duration: Add 5.00 seconds and Wait
Wait 10.00 seconds
Unit - Order Footman 0172 <gen> to Move To (Center of Footy 01 <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds


Edit:
I added one camera to it, i can see there that footy starts walking, where it should, but then, it walks back to its old place.... :S why?
help? :confused:
 
oh, so he IS moving, he just ends up returning back to his start position...

what player owns the footman? It shouldn't be neutral hostile, it should be any one of the players 1-12. It doesn't matter who, that player doesn't even need to be controlled by a human, it could be controlled by the computer.

Also - use the "Ai - ignore unit guard position" trigger action on that footman, and it will no longer return to its original position.
 
The Controller is Neutral Passive...
haven't tested it, but does that action have to be in all the triggers, what should move the unit from region to another? like, from region 1 to 2 to 3....etc... :S
edit2: Yey... i made some differenes to the trigger, now it walks to place 1, then to 2, but then, again, back to starting place....
and again edit:
It Starts walking the path it should, but then, when walking from region 3-4, it suddenly turns back, all the way to starting place....??

now, here's another problem, my friend had same kind problem in his own map.
this is the idea:
Several units dies -> Display Text, Play Sound, Pan camera to place...
Trigger is here, tried different ways, none working.

Code:
[COLOR=Indigo]Events[/COLOR]
        [COLOR=Blue]Unit - A unit Dies[/COLOR]
    [COLOR=Indigo]Conditions[/COLOR]
        [COLOR=Blue](Triggering unit) Equal to Ancient Sasquatch 0170 <gen>
        (Triggering unit) Equal to Ancient Sasquatch 0171 <gen>
        (Triggering unit) Equal to Elder Sasquatch 0160 <gen>
        (Triggering unit) Equal to Elder Sasquatch 0161 <gen>
        (Triggering unit) Equal to Elder Sasquatch 0162 <gen>
        (Triggering unit) Equal to Elder Sasquatch 0163 <gen>
        (Triggering unit) Equal to Forest Troll Shadow Priest 0164 <gen>
        (Triggering unit) Equal to Forest Troll Shadow Priest 0165 <gen>
        (Triggering unit) Equal to Forest Troll Shadow Priest 0166 <gen>
        (Triggering unit) Equal to Forest Troll Shadow Priest 0167 <gen>
        (Triggering unit) Equal to Green Dragon 0159 <gen>
        (Triggering unit) Equal to Rock Golem 0168 <gen>
        (Triggering unit) Equal to Rock Golem 0169 <gen>[/COLOR]
    [COLOR=Indigo]Actions[/COLOR]
[COLOR=Blue]        Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) +  ****TEXT****)
        Sound - Play holy*hit <gen>
        Player Group - Pick every player in (All players) and do (Camera - Pan camera for (Picked player) to (Position of Fountain of Life 0158 <gen>) over 0.25 seconds)[/COLOR]
lol i'm asking a lot... :eek:

edit: oh yeah, that visibility thing too... how to get that after that "demo", i can't see enemy place from the map?
 
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