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Fast and Short cinematic/camera question

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Hi! (I though this could be a Cinematic question, but it has not much to do with a real cinematic but with gameplay, that's why i'm posting here)

I want to resemble the SNES fight engage, where the hero could be happily walking around the world map, and suddenly the camera turns blurry, it's zoomed in with some kind of -pixel- effect and then it reverses the zoom, the blur, and the pixel, but now the units are in combat, along with a Fighting Music.

I've been trying to do it for a while but I'm having troubles, off course, with the camera effects. I know it can't be done exactly, but maybe (these are just poor examples)

Idea 1: a Zoom In over 0.5 sec, then out over 0.5 sec, while rotating the camera 360º around the hero over 1 sec.

Idea2: Maybe tossing the heroes slowly into the air over a Tornado (Like Ewl's Scepter in DotA) and then down in the same tornado, but in another location.

Note: I need to use the action inside a 'if GetLocalPlayer' thing.
Note: The camera is locked to the hero during all the game.
Note: The trigger i'm using right now to engage combat picks the units and moves them to another place where creeps spawn.
 
If you're going to play with cameras, the GetLocalPlayer() is not needed, since they have a LocalPlayer part integrated in them, as it allows to pan, lock, change timed field, etc. only for the specified player.

The only reason you'd be using it is for the blur effect; this can be done with a fade filter, just turn its transparency to around 25%. For more realistic effect, you would possibly need a custom texture, alpha, blurred in the paint program.
 
Level 20
Joined
Jul 14, 2011
Messages
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I was using a fade filter with 'GetLocalPlayer' but it desync anyway. Though I think it's caused by the action inside a 'Pick every unit'. Maybe i'll just shake the camera and rotate it with a small zoom xD

  • Unit Group - Pick every unit in Wood[0] and do (Actions)
    • Loop - Actions
      • Set TempUnit = (Picked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (TempUnit has buff Safety ) Equal to False
        • Then - Actions
          • Set Temp_Int = (Player number of (Owner of TempUnit))
          • Set Temp_HeroPos[Temp_Int] = (Position of TempUnit)
          • Set Temp_RandomHeroSpawn[Temp_Int] = (Random point in WoodSpawn <gen>)
          • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetEnumUnit()) then
          • Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
          • Custom script: endif
          • Unit - Move TempUnit instantly to Temp_RandomHeroSpawn[(Player number of (Owner of (Picked unit)))]
          • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetEnumUnit()) then
          • Cinematic - Fade in over 1.00 seconds using texture White Mask and color ((Random real number between 0.00 and 100.00)%, (Random real number between 0.00 and 100.00)%, (Random real number between 0.00 and 100.00)%) with 0.00% transparency
          • Custom script: endif
          • Custom script: call RemoveLocation(udg_Temp_RandomHeroSpawn[udg_Temp_Int])
          • Unit Group - Add TempUnit to Wood[2]
          • Unit Group - Remove TempUnit from Wood[0]
        • Else - Actions
 
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