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[Trigger] Transparency issue

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In the bellow trigger, for some reason the transparency only shows for some people, in most cases for no one.
It works perfectly in single player but in multiplayer there are issues.
The variables are definitely not the issue, as the debug action above always whows the correct results.

Execution trigger
  • RGBA
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Unit-type of (Target unit of ability being cast)) Not equal to Stone Wall --
          • (Unit-type of (Target unit of ability being cast)) Not equal to Stone Wall Connector
          • (Unit-type of (Target unit of ability being cast)) Not equal to Stone Wall I
          • (Unit-type of (Target unit of ability being cast)) Not equal to Sunken Ruins Wall /
          • (Unit-type of (Target unit of ability being cast)) Not equal to Sunken Ruins Wall \
          • (Unit-type of (Target unit of ability being cast)) Not equal to Sunken Ruins Wall --
          • (Unit-type of (Target unit of ability being cast)) Not equal to Sunken Ruins Wall |
          • (Unit-type of (Target unit of ability being cast)) Not equal to Wooden Spikes Wall --
          • (Unit-type of (Target unit of ability being cast)) Not equal to Wooden Spikes Wall /
          • (Unit-type of (Target unit of ability being cast)) Not equal to Wooden Spikes Wall \
          • (Unit-type of (Target unit of ability being cast)) Not equal to Wooden Spikes Wall |
          • (Unit-type of (Target unit of ability being cast)) Not equal to Icecrown Wall --
          • (Unit-type of (Target unit of ability being cast)) Not equal to Icecrown Wall /
          • (Unit-type of (Target unit of ability being cast)) Not equal to Icecrown Wall \
          • (Unit-type of (Target unit of ability being cast)) Not equal to Icecrown Wall |
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate (O) (H)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate (O) (V)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate -- (C) (H)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate | (C) (V)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate \ (O) (D2)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate \ (C) (D2)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate / (O) (D1)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Gate / (C) (D1)
          • (Unit-type of (Target unit of ability being cast)) Not equal to Magical Prison (Active) [Activated]
          • (Unit-type of (Target unit of ability being cast)) Not equal to Magical Prison (Inactive)
    • Actions
      • Set TempInt = (Player number of (Owner of (Triggering unit)))
        • If - Conditions
          • (Ability being cast) Equal to Set RGBA
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Target unit of ability being cast)) Equal to (Owner of (Triggering unit))
            • Then - Actions
              • Game - Display to (All players) for 5.00 seconds the text: ((Alpha[ + ((String(TempInt)) + ] = )) + (String(RGBA[TempInt])))
              • Animation - Change (Target unit of ability being cast)'s vertex coloring to ((Real(RGBR[TempInt]))%, (Real(RGBG[TempInt]))%, (Real(RGBB[TempInt]))%) with (Real(RGBA[TempInt]))% transparency
            • Else - Actions
        • Else - Actions
Define Alpha variable trigger
  • Set Alpha Val
    • Events
    • Game - (it's added from a seperate trigger)
    • Conditions
    • Actions
      • Set RGBA[(Player number of (Triggering player))] = (Integer((Substring((Entered chat string), 7, 10))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RGBA[(Player number of (Triggering player))] Greater than 100
        • Then - Actions
          • Set RGBA[(Player number of (Triggering player))] = 0
        • Else - Actions
      • Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: (RGBA = + (String(RGBA[(Player number of (Triggering player))])))
 
Last edited:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,202
So it is boolean? Aka. if you see it you will always see it else you will never see it?

If that is the case it could be due to display settings (both ingame and driver settings) as well as compatibility problems (modern graphic cards no longer are required to run DX8 flawlessly).

Alpha is intrinsicly very difficult to create in computer graphics. Inorder to keep scene complexity down they do not render pixel information for obscured surfaces (Z culling I think it is called). Alpha however defies this as it allows you to see behind surfaces which in theory could allow you to see through a stupidly large number of layers. Although the exact calculations behind how alpha works are a bit of a mystery to me, I do know that a lot of alpha implementations are very limited and will display visual bugs such as only rendering a few layers of alpha or incorrect blending of alpha when in large numbers.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,202
Just to make sure, you are not the only person who sees the alpha?

In that case I am afraid there is probly not much one can do. The alpha is working just their graphic drivers are not repdroducing the intended results.

I had such a situation with an old game called Empire Earth. The nuclear bomb explosion's alpha messes up and looks really wierd on new graphic hardware (only 1 layer visible).
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,202
Do you test it in the same mode as you play it online? This includes using the same graphic component (OpenGL or DirectX) as well as full screen / windowed.

Unless you change the unit's tint locally using GetLocalPlayer, what you are describing should not happen.
 
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