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Camera Doesn't Show Part of Background Wall

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Jul 8, 2013
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So I've been making basically a game-over cinematic to play if all a player's characters die for one of my games. This now works nicely except for one issue: part of the terrain background in the game-over area doesn't appear on camera.

I've attached two pictures to demonstrate the problem. The first is the in-game picture, the second is the world-editor view using 'Game View Settings' of that camera.

As should be easy to see, the in-game picture only shows the part of the wall directly behind the huge doomguard. I'd like it to show the whole wall as it does in the world editor picture.

Here's the trigger that makes the cinematic work:
  • Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in TheCharacters) Equal to True
    • Actions
      • Set CharactersforPlayer[(Player number of (Owner of (Triggering unit)))] = (CharactersforPlayer[(Player number of (Owner of (Triggering unit)))] - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Steel-Clad Myrmidon 0004 <gen>
        • Then - Actions
          • Trigger - Turn off Tireless Dummy <gen>
          • Trigger - Turn off Juggernaut HP Save <gen>
          • Trigger - Turn off Juggernaut Heal Adjustment <gen>
          • Trigger - Turn off Shield Wall Armor <gen>
          • Trigger - Turn off Shield Wall Taunt <gen>
          • Trigger - Turn off Reinvigorate Grant Mana <gen>
          • Trigger - Turn off Flanking Strike Damager <gen>
          • Trigger - Turn off Flanking Strike Level Setter <gen>
          • Trigger - Turn off Flanking Strike Mark <gen>
          • Trigger - Turn off Flanking Strike Unit Group Adder <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Elite Mercenary 0001 <gen>
        • Then - Actions
          • Trigger - Turn off Bolster Dummy <gen>
          • Trigger - Turn off Glaive Mastery Add Zara to Autocasting Group <gen>
          • Trigger - Turn off Glaive Mastery Autocast Trigger <gen>
          • Trigger - Turn off Glaive Mastery Manual Cast Trigger <gen>
          • Trigger - Turn off Glaive Mastery Remove Zara from Autocasting Group <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Blood-soaked Berserker 0005 <gen>
        • Then - Actions
          • Trigger - Turn off Swift Wrath Axe <gen>
          • Trigger - Turn off Berserkergang <gen>
          • Trigger - Turn off Orcish Strength <gen>
          • Trigger - Turn off Throw Axe ReAdjuster <gen>
          • Trigger - Turn off Throw Axe Secret Leveler <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Vanguard Scout 0006 <gen>
        • Then - Actions
          • Trigger - Turn off Marksmanship <gen>
          • Trigger - Turn off Marksmanship Update <gen>
          • Trigger - Turn off Analyze Armor Penalty <gen>
          • Trigger - Turn off Analyze Armor Penalty Update Levelup <gen>
          • Trigger - Turn off Analyze Armor Penalty Update New Unit <gen>
          • Trigger - Turn off Elven Grace <gen>
          • Trigger - Turn off Stealth Alternate Switch <gen>
          • Trigger - Turn off Stealth Secret Leveler <gen>
          • Trigger - Turn off Stealth Switch <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Silver Heresiarch 0003 <gen>
        • Then - Actions
          • Trigger - Turn off Telling Blows Dummy <gen>
          • Trigger - Turn off Fervor Damage <gen>
          • Trigger - Turn off Fervor Off <gen>
          • Trigger - Turn off Fervor On <gen>
          • Trigger - Turn off Fervor Update <gen>
          • Trigger - Turn off Hammer of Judgement <gen>
          • Trigger - Turn off Intercession <gen>
          • Trigger - Turn off Intercession Int Checker <gen>
          • Trigger - Turn off Intercession Invulnerability Removal <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Half-Elven Swordmistress (Real) 0002 <gen>
        • Then - Actions
          • Trigger - Turn off Surge UnVictory Animationer <gen>
          • Trigger - Turn off Freezing NoSit Animationer <gen>
          • Trigger - Turn off ReadyBattleArt Technique 0 <gen>
          • Trigger - Turn off ReadyBattleArt Technique 1 <gen>
          • Trigger - Turn off ReadyBattleArt Technique 2 <gen>
          • Trigger - Turn off Battle Art Power <gen>
          • Trigger - Turn off Battle Art Speed <gen>
          • Trigger - Turn off Battle Art Technique <gen>
          • Trigger - Turn off Peerless Swordplay <gen>
          • Trigger - Turn off Steel Whirlwind <gen>
          • Trigger - Turn off Shadowstep <gen>
          • Trigger - Turn off Shadowstep Turn Off <gen>
          • Trigger - Turn off Flurry <gen>
          • Trigger - Turn off FlurryCounterandRemover <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CharactersforPlayer[(Player number of (Owner of (Triggering unit)))] Equal to 0
        • Then - Actions
          • Set TemporaryPlayerGroup = (All players matching ((((Matching player) is an ally of (Owner of (Triggering unit))) Equal to True) and ((Matching player) Not equal to (Owner of (Triggering unit)))))
          • Player Group - Pick every player in TemporaryPlayerGroup and do (Actions)
            • Loop - Actions
              • Player - For (Owner of (Triggering unit)), turn Shared vision Off toward (Picked player)
              • Player - For (Picked player), turn Shared vision Off toward (Owner of (Triggering unit))
              • Player - For (Picked player), turn Shared units Off toward (Owner of (Triggering unit))
              • Player - For (Picked player), turn Full shared units Off toward (Owner of (Triggering unit))
              • Player - For (Picked player), turn Help requests Off toward (Owner of (Triggering unit))
              • Player - For (Picked player), turn Help responses Off toward (Owner of (Triggering unit))
          • Custom script: call DestroyForce( udg_TemporaryPlayerGroup )
          • Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Black mask across (Playable map area)
          • Camera - Apply DeathCam <gen> for (Owner of (Triggering unit)) over 0.00 seconds
          • Player Group - Add (Owner of (Triggering unit)) to DeathedPlayers
          • Trigger - Turn on Deathcam Force <gen>
          • Set TempPoint = (Center of Ivalaut Victim Area <gen>)
          • Unit - Create 1 (Unit-type of (Triggering unit)) for Player 12 (Brown) at TempPoint facing 0.00 degrees
          • Set TempPoint2 = (TempPoint offset by 100.00 towards (Random real number between 0.00 and 360.00) degrees)
          • Unit - Order (Last created unit) to Move To TempPoint2
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Custom script: call RemoveLocation (udg_TempPoint2)
          • Wait 2.00 game-time seconds
          • Set TempUnitGroup = (Units in TheIvalaut <gen> matching ((Unit-type of (Matching unit)) Not equal to Dread Sahu))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Make (Picked unit) face 0.00 over 0.00 seconds
              • Unit - Grant shared vision of (Picked unit) to (Owner of (Triggering unit))
          • Unit - Grant shared vision of Dread Sahu 0042 <gen> to (Owner of (Triggering unit))
          • Custom script: call DestroyGroup (udg_TempUnitGroup)
          • Cinematic - Clear the screen of text messages for DeathedPlayers
          • Sound - Play SahuLaugh <gen> at 100.00% volume, attached to Dread Sahu 0042 <gen>
          • Wait 3.00 game-time seconds
          • Animation - Play Dread Sahu 0042 <gen>'s attack animation
          • Animation - Queue Dread Sahu 0042 <gen>'s stand animation
          • Wait 0.70 game-time seconds
          • Set TempUnitGroup = (Units in TheIvalaut <gen> matching ((Unit-type of (Matching unit)) Not equal to Dread Sahu))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Kill (Picked unit)
          • Custom script: call DestroyGroup (udg_TempUnitGroup)
          • Wait 1.00 game-time seconds
          • Game - Defeat (Owner of (Triggering unit)) with the message: A grim end...
        • Else - Actions
The area is revealed by granting vision of a victim unit and also of the big doomguard (Dread Sahu). I gave him huge vision range hoping it would solve the problem, but it didn't. He's also a flying unit, so so far as I'm aware terrain shouldn't affect his vision.
 

Attachments

  • Ivalaut Picture.jpg
    Ivalaut Picture.jpg
    250 KB · Views: 105
  • World Editor Ivalaut View.jpg
    World Editor Ivalaut View.jpg
    185.4 KB · Views: 105
I can't quite see the wall in either picture, but it may be a far Z issue. Try increasing the Far Z value to something above 5000 (either through the trigger function "Set Camera Field", or through the camera palette in the editor). 10000 is the limit for standard cameras. Hopefully it'll allow you to see the wall. For more info on cameras, see:
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/cameras-160369/
 
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