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[Trigger] camera system help

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Level 2
Joined
Sep 14, 2007
Messages
22
i downloaded the camera system on the site
submitted by Monky-Master

i copy/pasted the system into a near blank map(1) and it worked, and then i copy/pasted the system into DIFFERENT nearly blank map(2). But for some odd reason in Blank Map(2), WE is saying there is several invalid arguments in this trigger, yet in Map(1) it works.

so what im saying
i coppied the trigger identically into both maps, which are both nearly empty, and with no other triggers. but in Map(2) it doesnt work.

heres the problem


the problems have a
"***************************************************HERE"
on them
so
if you move your horizontal scroll to about mid way and scroll down, you will find them


Code:
//===========================================================================
// 
//   TEST TEST
// 
//   Warcraft III map script
//   Generated by the Warcraft III World Editor
//   Date: Sun Oct 28 00:44:23 2007
//   Map Author: Mor)L(UnE
// 
//===========================================================================

//***************************************************************************
//*
//*  Global Variables
//*
//***************************************************************************

globals
    // User-defined
    location                udg_Center                 = null
    location array          udg_Player_Camera_Bond
    effect array            udg_Special_Effects
    unit array              udg_Unit_Camera_Lock
    location array          udg_Unit_Pan_Location

    // Generated
    trigger                 gg_trg_Melee_Initialization = null
    rect                    gg_rct_Felwood_x_Moonlight = null
    rect                    gg_rct_Area_CENTER          = null
    trigger                 gg_trg_Initialize          = null
    trigger                 gg_trg_Camera              = null
    trigger                 gg_trg_Change_Targets      = null
    trigger                 gg_trg_Camera_On           = null
    trigger                 gg_trg_Camera_Off          = null
endglobals

function InitGlobals takes nothing returns nothing
    local integer i = 0
endfunction

//***************************************************************************
//*
//*  Unit Creation
//*
//***************************************************************************

//===========================================================================
function CreateUnitsForPlayer0 takes nothing returns nothing
    local player p = Player(0)
    local unit u
    local integer unitID
    local trigger t
    local real life

    set u = CreateUnit( p, 'Ewar', 10078.4, 3352.2, 341.444 )
endfunction

//===========================================================================
function CreateUnitsForPlayer8 takes nothing returns nothing
    local player p = Player(8)
    local unit u
    local integer unitID
    local trigger t
    local real life

    set u = CreateUnit( p, 'edry', 7764.7, 2630.1, 161.570 )
    set u = CreateUnit( p, 'edry', 8036.6, 536.1, 211.208 )
    set u = CreateUnit( p, 'edry', 8004.9, 757.5, 23.588 )
    set u = CreateUnit( p, 'edry', 7993.4, 826.5, 33.729 )
    set u = CreateUnit( p, 'edry', 7852.4, 2826.9, 324.601 )
    set u = CreateUnit( p, 'edry', 7874.9, 2652.9, 148.463 )
    set u = CreateUnit( p, 'edry', 7837.6, 2456.9, 8.185 )
    set u = CreateUnit( p, 'edry', 7725.4, 2422.9, 127.566 )
    set u = CreateUnit( p, 'edry', 7606.0, 2526.4, 354.155 )
    set u = CreateUnit( p, 'edry', 7565.8, 2673.9, 224.271 )
    set u = CreateUnit( p, 'edry', 7613.0, 2792.5, 28.137 )
    set u = CreateUnit( p, 'edry', 7980.3, 2841.3, 342.268 )
    set u = CreateUnit( p, 'edry', 7996.5, 2593.9, 21.138 )
    set u = CreateUnit( p, 'edry', 7990.5, 2199.4, 171.601 )
    set u = CreateUnit( p, 'edry', 7996.3, 2025.4, 294.322 )
    set u = CreateUnit( p, 'edry', 9409.0, -741.5, 262.933 )
    set u = CreateUnit( p, 'edry', 10488.5, -1631.3, 143.782 )
    set u = CreateUnit( p, 'edry', 10751.6, 894.5, 348.882 )
    set u = CreateUnit( p, 'edry', 9743.1, 3478.9, 295.871 )
    set u = CreateUnit( p, 'edry', 8705.7, 3540.7, 113.064 )
    set u = CreateUnit( p, 'edry', 10369.4, 5307.1, 279.369 )
    set u = CreateUnit( p, 'edry', 9908.8, 3157.8, 242.157 )
    set u = CreateUnit( p, 'edry', 9216.2, 2814.7, 37.816 )
    set u = CreateUnit( p, 'edry', 8538.2, 3676.3, 59.295 )
    set u = CreateUnit( p, 'edry', 5667.2, 4441.1, 178.215 )
    set u = CreateUnit( p, 'edry', 5779.8, 5760.7, 325.403 )
    set u = CreateUnit( p, 'edry', 7032.0, 6035.1, 101.066 )
    set u = CreateUnit( p, 'edry', 7876.6, 5393.8, 275.051 )
    set u = CreateUnit( p, 'edry', 7133.9, 8661.4, 203.220 )
    set u = CreateUnit( p, 'edry', 8378.4, 9774.8, 48.034 )
    set u = CreateUnit( p, 'edry', 9034.0, 9500.6, 89.882 )
    set u = CreateUnit( p, 'edry', 10645.1, 8967.3, 89.772 )
    set u = CreateUnit( p, 'edry', 10414.1, 7364.9, 155.395 )
    set u = CreateUnit( p, 'edry', 10084.0, 6606.0, 191.080 )
    set u = CreateUnit( p, 'edry', 10785.0, 4758.7, 311.703 )
    set u = CreateUnit( p, 'edry', 10407.7, 4269.9, 49.879 )
    set u = CreateUnit( p, 'edry', 10487.6, 1129.2, 108.263 )
    set u = CreateUnit( p, 'edry', 10426.3, -477.3, 177.523 )
    set u = CreateUnit( p, 'edry', 10177.3, -609.3, 219.854 )
    set u = CreateUnit( p, 'edry', 10019.4, -392.0, 212.449 )
    set u = CreateUnit( p, 'edry', 9830.3, -1399.3, 234.752 )
    set u = CreateUnit( p, 'edry', 9674.5, -1772.7, 241.432 )
    set u = CreateUnit( p, 'edry', 9315.4, -1976.8, 337.917 )
    set u = CreateUnit( p, 'edry', 9908.7, -4670.3, 288.345 )
endfunction

//===========================================================================
function CreateUnitsForPlayer10 takes nothing returns nothing
    local player p = Player(10)
    local unit u
    local integer unitID
    local trigger t
    local real life

    set u = CreateUnit( p, 'Oshd', 10340.3, 10333.8, 75.200 )
endfunction

//===========================================================================
function CreatePlayerBuildings takes nothing returns nothing
endfunction

//===========================================================================
function CreatePlayerUnits takes nothing returns nothing
    call CreateUnitsForPlayer0(  )
    call CreateUnitsForPlayer8(  )
    call CreateUnitsForPlayer10(  )
endfunction

//===========================================================================
function CreateAllUnits takes nothing returns nothing
    call CreatePlayerBuildings(  )
    call CreatePlayerUnits(  )
endfunction

//***************************************************************************
//*
//*  Regions
//*
//***************************************************************************

function CreateRegions takes nothing returns nothing
    local weathereffect we

    set gg_rct_Felwood_x_Moonlight = Rect( 4448.0, -1088.0, 11392.0, 10176.0 )
    set we = AddWeatherEffect( gg_rct_Felwood_x_Moonlight, 'LRma' )
    call EnableWeatherEffect( we, true )
    set gg_rct_Area_CENTER = Rect( 9568.0, 3264.0, 10016.0, 4192.0 )
endfunction

//***************************************************************************
//*
//*  Triggers
//*
//***************************************************************************

//===========================================================================
// Trigger: Melee Initialization
//
// Default melee game initialization for all players
//===========================================================================
function Trig_Melee_Initialization_Actions takes nothing returns nothing
    call MeleeStartingVisibility(  )
    call MeleeGrantHeroItems(  )
    call MeleeStartingResources(  )
    call MeleeClearExcessUnits(  )
    call MeleeStartingUnits(  )
    call MeleeStartingAI(  )
endfunction

//===========================================================================
function InitTrig_Melee_Initialization takes nothing returns nothing
    set gg_trg_Melee_Initialization = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Melee_Initialization, function Trig_Melee_Initialization_Actions )
endfunction

//===========================================================================
// Trigger: Initialize
//===========================================================================
function Trig_Initialize_Func004Func001Func008001 takes nothing returns boolean
    return ( GetPlayerController(GetEnumPlayer()) == MAP_CONTROL_USER )
endfunction

function Trig_Initialize_Func004Func001Func008002 takes nothing returns boolean
    return ( GetPlayerSlotState(GetEnumPlayer()) == PLAYER_SLOT_STATE_PLAYING )
endfunction

function Trig_Initialize_Func004Func001C takes nothing returns boolean
    if ( not GetBooleanAnd( Trig_Initialize_Func004Func001Func008001(), Trig_Initialize_Func004Func001Func008002() ) ) then
        return false
    endif
    return true
endfunction

function Trig_Initialize_Func004A takes nothing returns nothing
    if ( Trig_Initialize_Func004Func001C() ) then
        // This creates the unit, and there must ALWAYS be a unit in a variable!!
        set udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())] = GetEnumPlayer()******************************************************************************************************************HERE                                                                            
        call CreateNUnitsAtLoc( 1, 'H000', GetEnumPlayer(), udg_Center, bj_UNIT_FACING )
        call CreateNUnitsAtLoc( 1, 'Ewar', Player(0), GetRectCenter(GetPlayableMapRect()), bj_UNIT_FACING )
        set udg_Unit_Camera_Lock[GetConvertedPlayerId(GetEnumPlayer())] = GetLastCreatedUnit()
        call AddSpecialEffectTargetUnitBJ( "hand, right", udg_Unit_Camera_Lock[GetConvertedPlayerId(GetEnumPlayer())], "Abilities\\Weapons\\FireBallMissile\\FireBallMissile.mdl" )
        set udg_Special_Effects[GetConvertedPlayerId(GetEnumPlayer())] = GetLastCreatedEffectBJ()
    else
    endif
endfunction

function Trig_Initialize_Actions takes nothing returns nothing
    // This sets all the players currently in game, and is a user
    set udg_Center = GetRectCenter(GetPlayableMapRect())
    set bj_wantDestroyGroup=true
    call ForForce( GetPlayersAll(), function Trig_Initialize_Func004A )
    call RemoveLocation(udg_Center)
    call DisplayTimedTextToForce( GetPlayersAll(), 1000000000.00, "TRIGSTR_1362" )
    call EnableTrigger( gg_trg_Camera )
    call EnableTrigger( gg_trg_Camera_Off )
    call EnableTrigger( gg_trg_Change_Targets )
    call DisableTrigger( GetTriggeringTrigger() )
endfunction

//===========================================================================
function InitTrig_Initialize takes nothing returns nothing
    set gg_trg_Initialize = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Initialize, 1.00 )
    call TriggerAddAction( gg_trg_Initialize, function Trig_Initialize_Actions )
endfunction

//===========================================================================
// Trigger: Camera
//===========================================================================
function Trig_Camera_Func002A takes nothing returns nothing
    // To change units as you like, just edit this variable
    // These camera perferences can also be changed to your likings
    set udg_Unit_Pan_Location[GetConvertedPlayerId(GetEnumPlayer())] = GetUnitLoc(udg_Unit_Camera_Lock[GetConvertedPlayerId(GetEnumPlayer())])
    // This decides how long it takes until the camera locks to the unit again
    call PanCameraToTimedLocForPlayer( udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())], udg_Unit_Pan_Location[GetConvertedPlayerId(GetEnumPlayer())], 1.00 )
    // This decides how fast the camera will changes it angle to match the facing unit
    call SetCameraFieldForPlayer( GetEnumPlayer(), CAMERA_FIELD_ROTATION, GetUnitFacing(udg_Unit_Camera_Lock[GetConvertedPlayerId(GetEnumPlayer())]),*****************************************************************HERE  1.00 )
    // This will change the distance between the camera and target
    call SetCameraFieldForPlayer( udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())], CAMERA_FIELD_TARGET_DISTANCE, 600.00, 0.40 )
    // This changes the angle of which you will view the target
    call SetCameraFieldForPlayer( udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())], CAMERA_FIELD_ANGLE_OF_ATTACK, 320.00, 0.40 )**************************************************************************************************************************HERE
    // This will change how much you can see
    call SetCameraFieldForPlayer( udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())], CAMERA_FIELD_FIELD_OF_VIEW, 200.00, 0.40 )
    // Use this to change the height of which your camera is
    call SetCameraFieldForPlayer( udg_Player_Camera_Bond[GetConvertedPlayerId(GetEnumPlayer())], CAMERA_FIELD_ZOFFSET, 200.00, 0.40 )*************************************************************************************************************************HERE
    call RemoveLocation(udg_Unit_Pan_Location[GetConvertedPlayerId(GetEnumPlayer())])
endfunction

function Trig_Camera_Actions takes nothing returns nothing
    set bj_wantDestroyGroup=true
    call ForForce( GetPlayersAll(), function Trig_Camera_Func002A )
endfunction

//===========================================================================
function InitTrig_Camera takes nothing returns nothing
    set gg_trg_Camera = CreateTrigger(  )
    call DisableTrigger( gg_trg_Camera )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Camera, 0.10 )
    call TriggerAddAction( gg_trg_Camera, function Trig_Camera_Actions )
endfunction

//===========================================================================
// Trigger: Change Targets
//
// This trigger here is NEEDED if, and ONLY if you want to have it so you can use more then one unit with the camera!
//===========================================================================
function Trig_Change_Targets_Conditions takes nothing returns boolean
    if ( not ( GetOwningPlayer(GetTriggerUnit()) == GetTriggerPlayer() ) ) then
        return false
    endif
    return true
endfunction

function Trig_Change_Targets_Func003C takes nothing returns boolean
    if ( not ( CountUnitsInGroup(GetUnitsSelectedAll(ConvertedPlayer(GetConvertedPlayerId(GetTriggerPlayer())))) > 1 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Change_Targets_Actions takes nothing returns nothing
    // This is here just to check whether more then one unit is selected or not
    if ( Trig_Change_Targets_Func003C() ) then
    else
        set udg_Unit_Camera_Lock[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] = null
        set udg_Unit_Camera_Lock[GetConvertedPlayerId(GetTriggerPlayer())] = GetTriggerUnit()
    endif
endfunction

//===========================================================================
function InitTrig_Change_Targets takes nothing returns nothing
    set gg_trg_Change_Targets = CreateTrigger(  )
    call DisableTrigger( gg_trg_Change_Targets )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(0), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(1), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(2), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(3), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(4), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(5), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(6), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(7), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(8), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(9), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(10), true )
    call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Change_Targets, Player(11), true )
    call TriggerAddCondition( gg_trg_Change_Targets, Condition( function Trig_Change_Targets_Conditions ) )
    call TriggerAddAction( gg_trg_Change_Targets, function Trig_Change_Targets_Actions )
endfunction

//===========================================================================
// Trigger: Camera On
//
// This turns on the camera if it was off
//===========================================================================
function Trig_Camera_On_Actions takes nothing returns nothing
    call EnableTrigger( gg_trg_Camera )
    call EnableTrigger( gg_trg_Camera_On )
    call EnableTrigger( gg_trg_Change_Targets )
    call DisableTrigger( GetTriggeringTrigger() )
endfunction

//===========================================================================
function InitTrig_Camera_On takes nothing returns nothing
    set gg_trg_Camera_On = CreateTrigger(  )
    call DisableTrigger( gg_trg_Camera_On )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(0), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(1), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(2), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(3), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(4), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(5), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(6), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(7), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(8), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(9), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(10), "-CamOn", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_On, Player(11), "-CamOn", true )
    call TriggerAddAction( gg_trg_Camera_On, function Trig_Camera_On_Actions )
endfunction

//===========================================================================
// Trigger: Camera Off
//
// This turns off the camera
//===========================================================================
function Trig_Camera_Off_Actions takes nothing returns nothing
    call DisableTrigger( gg_trg_Camera )
    call EnableTrigger( gg_trg_Camera_On )
    call DisableTrigger( GetTriggeringTrigger() )
    call DisableTrigger( gg_trg_Change_Targets )
    call ResetToGameCameraForPlayer( GetTriggerPlayer(), 1.00 )
endfunction

//===========================================================================
function InitTrig_Camera_Off takes nothing returns nothing
    set gg_trg_Camera_Off = CreateTrigger(  )
    call DisableTrigger( gg_trg_Camera_Off )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(0), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(1), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(2), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(3), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(4), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(5), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(6), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(7), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(8), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(9), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(10), "-CamOff", true )
    call TriggerRegisterPlayerChatEvent( gg_trg_Camera_Off, Player(11), "-CamOff", true )
    call TriggerAddAction( gg_trg_Camera_Off, function Trig_Camera_Off_Actions )
endfunction

//===========================================================================
function InitCustomTriggers takes nothing returns nothing
    call InitTrig_Melee_Initialization(  )
    call InitTrig_Initialize(  )
    call InitTrig_Camera(  )
    call InitTrig_Change_Targets(  )
    call InitTrig_Camera_On(  )
    call InitTrig_Camera_Off(  )
endfunction

//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
    call ConditionalTriggerExecute( gg_trg_Melee_Initialization )
endfunction

//***************************************************************************
//*
//*  Players
//*
//***************************************************************************

function InitCustomPlayerSlots takes nothing returns nothing

    // Player 0
    call SetPlayerStartLocation( Player(0), 0 )
    call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
    call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
    call SetPlayerRaceSelectable( Player(0), true )
    call SetPlayerController( Player(0), MAP_CONTROL_USER )

endfunction

function InitCustomTeams takes nothing returns nothing
    // Force: TRIGSTR_002
    call SetPlayerTeam( Player(0), 0 )

endfunction

//***************************************************************************
//*
//*  Main Initialization
//*
//***************************************************************************

//===========================================================================
function main takes nothing returns nothing
    call SetCameraBounds( -19712.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -19968.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 11520.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 11264.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -19712.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 11264.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 11520.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -19968.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
    call SetDayNightModels( "Environment\\DNC\\DNCUnderground\\DNCUndergroundTerrain\\DNCUndergroundTerrain.mdl", "Environment\\DNC\\DNCUnderground\\DNCUndergroundUnit\\DNCUndergroundUnit.mdl" )
    call NewSoundEnvironment( "Default" )
    call SetAmbientDaySound( "DungeonDay" )
    call SetAmbientNightSound( "DungeonNight" )
    call SetMapMusic( "Music", true, 0 )
    call CreateRegions(  )
    call CreateAllUnits(  )
    call InitBlizzard(  )
    call InitGlobals(  )
    call InitCustomTriggers(  )
    call RunInitializationTriggers(  )

endfunction

//***************************************************************************
//*
//*  Map Configuration
//*
//***************************************************************************

function config takes nothing returns nothing
    call SetMapName( "TRIGSTR_1355" )
    call SetMapDescription( "TRIGSTR_1357" )
    call SetPlayers( 1 )
    call SetTeams( 1 )
    call SetGamePlacement( MAP_PLACEMENT_USE_MAP_SETTINGS )

    call DefineStartLocation( 0, -3648.0, 6784.0 )

    // Player setup
    call InitCustomPlayerSlots(  )
    call SetPlayerSlotAvailable( Player(0), MAP_CONTROL_USER )
    call InitGenericPlayerSlots(  )
endfunction



and in gui
  • Camera
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup=true
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • -------- To change units as you like, just edit this variable --------
          • -------- These camera perferences can also be changed to your likings --------
          • Set Unit_Pan_Location[(Player number of (Picked player))] = (Position of Unit_Camera_Lock[(Player number of (Picked player))])
          • -------- This decides how long it takes until the camera locks to the unit again --------
          • Camera - Pan camera for Player_Camera_Bond[(Player number of (Picked player))] to Unit_Pan_Location[(Player number of (Picked player))] over 1.00 seconds
          • -------- This decides how fast the camera will changes it angle to match the facing unit --------
          • Camera - Set (Picked player)'s camera Rotation to (Facing of Unit_Camera_Lock[(Player number of (Picked player))]) over 1.00 seconds
          • -------- This will change the distance between the camera and target --------
          • Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Distance to target to 600.00 over 0.40 seconds
          • -------- This changes the angle of which you will view the target --------
          • Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Angle of attack to 320.00 over 0.40 seconds
          • -------- This will change how much you can see --------
          • Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Field of view to 200.00 over 0.40 seconds
          • -------- Use this to change the height of which your camera is --------
          • Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Height Offset to 200.00 over 0.40 seconds
          • Custom script: call RemoveLocation(udg_Unit_Pan_Location[GetConvertedPlayerId(GetEnumPlayer())])







if there is some one who is expieirenced and could take a few minutes to look at it
id gladly send you the map
 
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