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[Trigger] Camera Problems in current project

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Level 11
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Ok I've been working on a Bombing Map project, the way it would play is that the player's camera follows a route across the part of the map designated for the bombing run, while you have a unit (dummy unit for casting the bombing spells) in an area of the map the player never see's.

Currently I am making the camera just Pan across the bombing run, however as soon as I cast one of the spells on the dummy unit, the camera stops in it's tracks and returns to free movement, any suggestions on how to make the camera continually move without stopping each time the player uses one of the spells?
 
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The dummy unit is actually off camera (top of the map) where players can't see it, the reason I have a camera is because the players are supposed to feel as if they're seeing from the perspective of a bomber.

I was however considering having an invisible dummy unit with no collision move from one end of the bombing run to the other and have their camera lock to it, however sometimes units like to wander off the path you want them to, and I need the run to last a specific amount of time.
 
Level 14
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Sorry, but I can't really follow what you want. If I understood correctly you would need this:

Code:
Event - Every 20 seconds
Condition - If you have any
Actions - Set Camera01 for player 1(red) over 10 seconds
             Wait 10 seconds
             Set Camera02 for player 1(red) over 10 seconds
             Wait 10 seconds

Will this do? I am sorry once again, I am not sure what you need.

Note: Camera01 is on the beggining of the run and Camera02 on the end, if you have corners simply increase the event time and add more cameras. Of course you can make it move slower from one point to another by increasing the time in the Camera action or making it go faster by decreasing it.

Hope this helps.
 
Level 11
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Ok little update to my problem, found at that casting the abilities is not breaking the camera's movement, but rather if the player drags the selection box or selects another unit it breaks the movement.


@CMarket: What I'm trying to do is make the camera for the player follow a straight route from one end of the bombing area to the other end over 90 seconds, but if the player selects another unit or drags the selection box by accident it stops the camera's movement.


*Edit* Update: I think I may have a solution, have a trigger active during the bombing run that keeps track of how much time the players have been on the bombing run, and in an alternate trigger (Which I use to reselect their bombing dummy unit if they select another unit) force the camera to start panning to the end of the run over [90-(Variable)] seconds, that way the camera is moving at the same speed as it normally would be from the point in the bombing run that the player is at, and it would reach the destination at the same time as other players.
 
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You need to create a dummy unit(preferably a flying unit), then hide him and turn his collision off(just in case you have some other birds around) and lock the camera on him.

Your idea is good too, and should create the same effect
 
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Ok well a new idea I had fixed part of the problem but it doesn't fix how the camera stops when a player drags the selection box.

What I did is use the trigger I had that reselected the player's dummy bombing unit every time they selected another unit, I added onto it making the player's camera pan to the end of the run over an amount of time equal to the remaining time until the run would normally end (using a countdown timer for that)

Now I just need a way for it to do the same if the player drags the selection box..
 
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