• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Camera Bug or sth .

Status
Not open for further replies.
Level 9
Joined
Jul 24, 2007
Messages
308
Here is a trigger to make camera as sniper with crosshair [like a system somewhere here] , the bug is when i zoom in i see the crosshair but camera stays on its place .. while it should be infront of the unit , the thing make me mad is that the zoom works ONLY for red player.! and dont worry about filters they r peacfuly don .
i tried to enable it on multiplayer but i just failed. whats wrong? i looked for mistake or leak but i never found. why ?
  • Player Camera
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Zoomed[(Player number of (Player((Integer A))))] Equal to True
            • Then - Actions
              • Camera - Lock camera target for (Owner of PlayerUnits[(Integer A)]) to PlayerUnits[(Player number of (Player((Integer A))))], offset by (0.00, 0.00) using The unit's rotation
              • Camera - Pan camera for (Owner of PlayerUnits[(Integer A)]) to ((Position of PlayerUnits[(Integer A)]) offset by 100.00 towards (Facing of PlayerUnits[(Integer A)]) degrees) over 0.25 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Distance to target to 0.00 over 0.00 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Field of view to 20.00 over 1.00 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Rotation to (Facing of PlayerUnits[(Integer A)]) over 0.25 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Height Offset to 100.00 over 0.00 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Angle of attack to 360.00 over 0.00 seconds
              • Camera - Set (Owner of PlayerUnits[(Integer A)])'s camera Far Z to 1000000000.00 over 0.00 seconds
              • Set ZoomedPosition[(Player number of (Player((Integer A))))] = (Position of PlayerUnits[(Integer A)])
              • Visibility - Destroy VisibilityZoom[(Player number of (Owner of PlayerUnits[(Integer A)]))]
              • Visibility - Create an initially Enabled visibility modifier for (Owner of PlayerUnits[(Integer A)]) emitting Visibility from ZoomedPosition[(Player number of (Player((Integer A))))] to a radius of 5000.00
              • Set VisibilityZoom[(Player number of (Owner of PlayerUnits[(Player number of (Player((Integer A))))]))] = (Last created visibility modifier)
              • Custom script: call RemoveLocation(udg_ZoomedPosition[GetConvertedPlayerId(ConvertedPlayer(GetForLoopIndexA()))])
            • Else - Actions
              • Do Nothing
and here is another trigger to know what are variables.
  • Sniper Zoom
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Zoom In
        • Then - Actions
          • Custom script: call CinematicFilterGenericForPlayer(GetOwningPlayer( GetSpellAbilityUnit( ) ), 2.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Sniper Rifle Scope", 100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )
          • Unit - Add Zoom Out to (Casting unit)
          • Unit - Remove (Ability being cast) from (Casting unit)
          • Unit - Set (Casting unit) movement speed to 1.00
          • Set Zoomed[(Player number of (Owner of (Casting unit)))] = True
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Zoom Out
        • Then - Actions
          • Custom script: call CinematicFilterGenericForPlayer(GetOwningPlayer( GetSpellAbilityUnit( ) ), 2.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0 )
          • Unit - Add Zoom In to (Casting unit)
          • Unit - Remove (Ability being cast) from (Casting unit)
          • Unit - Set (Casting unit) movement speed to (Default movement speed of (Casting unit))
          • Set Zoomed[(Player number of (Owner of (Casting unit)))] = False
        • Else - Actions
          • Do nothing
ehem .. please tell me what is wrong.
 
Last edited by a moderator:
Status
Not open for further replies.
Top