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Fade Filter not working

Level 12
Joined
Aug 3, 2021
Messages
449
Hello everybody it's Pekisa7. I need help. I need to put a fade filter in the end of my end cinematic trigger. When you kill the king on hard mode (Also the hard mode is dialogbuttonarray[1]) and, you get to the end of the end cinematic the filter should show at the end. But it doesn't. Can you guys help me with this? Here is the trigger:
  • End Picture
    • Events
      • Dialog - A dialog button is clicked for Dialog
    • Conditions
    • Actions
      • Trigger - Turn off End Picture <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButtonArray[1]
        • Then - Actions
          • Set EndCinematicOff = True
        • Else - Actions
          • Cinematic - Fade out and back in over 5.00 seconds using texture Arthas Drawing02512x512.blp and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
 
this trigger is listening for dialogue button clicks. if ..[1] is clicked - it turns of the trigger, but doesn't play the cinematic. so if afterwards a different dialogue button is clicked - it would play the cinematic, but doesn't, because the trigger has already been turned off. I'm not sure exactly what you are trying to do with the different options of the dialogue button array, but it looks like your issue is probably caused by misunderstanding the if-then-else operator.
 
this trigger is listening for dialogue button clicks. if ..[1] is clicked - it turns of the trigger, but doesn't play the cinematic. so if afterwards a different dialogue button is clicked - it would play the cinematic, but doesn't, because the trigger has already been turned off. I'm not sure exactly what you are trying to do with the different options of the dialogue button array, but it looks like your issue is probably caused by misunderstanding the if-then-else operator.
Just to be clear. When you load the map you can choose two difficulties hard and normal. Hard is dialouge button array [1] and normal is dialouge button array[0]. When you click hard difficulty you get all the fancy stuff coming with the difficulty like all your upgrades are already upgraded and enemies have more hitpoints and so forth. What I am trying to do is when you beat the map of the hard difficulty and you kill the king and the ending cinematic is over you get the fade filter to last 5 seconds than the victory and show dialouge shows on screen.
 
ok, that helps. currently ,what you are doing here is triggering immediately when you click the dialogue button. What you want to be doing is saving the data of which difficulty they clicked in that array in that first trigger which is firing at game start when they select a difficulty. then in a completely different trigger - which will fire when they beat that boss (or when you finish the previous part of the boss death cinematic - I don't know your details), you will be checking that piece of data and using it to choose the result you want. I don't have the game currently downloaded, but something like :

first trigger - difficutly selection:

event -
dialog.gif
Dialog - A dialog button is clicked for Dialog

actions:
if then else:

if dialogue button is - normal mode

then - difficulty = difficulty[0]

else - difficulty = difficulty[1]



second trigger - boss death animatic

event - boss dies/previous cinematic thingie happens

actions:
if then else:

if
difficulty = difficulty[0]
then - do thing a

else - do thing b


I hope this is somewhat helpful
 
ok, that helps. currently ,what you are doing here is triggering immediately when you click the dialogue button. What you want to be doing is saving the data of which difficulty they clicked in that array in that first trigger which is firing at game start when they select a difficulty. then in a completely different trigger - which will fire when they beat that boss (or when you finish the previous part of the boss death cinematic - I don't know your details), you will be checking that piece of data and using it to choose the result you want. I don't have the game currently downloaded, but something like :

first trigger - difficutly selection:

event -
dialog.gif
Dialog - A dialog button is clicked for Dialog

actions:
if then else:

if dialogue button is - normal mode

then - difficulty = difficulty[0]

else - difficulty = difficulty[1]



second trigger - boss death animatic

event - boss dies/previous cinematic thingie happens

actions:
if then else:

if
difficulty = difficulty[0]
then - do thing a

else - do thing b


I hope this is somewhat helpful
I get the first half of the trigger. But what should I put in the second trigger for then and else? Cause when I tested it when I killed the king it showed the fade filter but I want it to show when the end cinematic is over. I did it like this. But it dosen't work.
  • End Picture
    • Events
      • Unit - Gregory the Wise 1158 <gen> Dies
    • Conditions
    • Actions
      • Trigger - Turn off End Picture <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogButtonArray[1]
        • Then - Actions
          • Set InCinematic = False
        • Else - Actions
          • Cinematic - Fade out and back in over 5.00 seconds using texture Arthas Drawing02512x512.blp and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
 
Last edited:
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