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Little help with a map (cinematics/triggers)

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Sep 5, 2008
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Hello I am Larkendar and I have a basic knowledge of triggers and cinematics
Like how to start one and end it but for the love of all that is holy I can never get it just right!

I have been working on a map that so far holds promise.

It's a dungeon map with a story line created by me!

One problem... Cinematics and a few triggers :(

I start the opening cinematics but it just does not look as good as I hoped! When you look at the areas you can see all of the stuff behind it. I was wondering if there is a way to stop that from hapening?(besides building a giant wall which trust me looks stupid!)

And there is one more problem. I need to figure out how to allow players to select there own faction and/or buy there own spells from the shop. I've messed with triggers and done a little research but in the end I come up with some weird stuff.

If you would like I will post what I have sof ar so you can take a look.
All I have done is started part of the dungeon (which I plan to Revise because it is not what I wanted) and the major city for the Holy Crusaders. The Scourge have yet to have there city finished but it is started. Also I have the teleports and door opening down. Also a (glitchy but it works) small area outside the town where the scourge have invaded and destroyed. The glitch there is the place where they summon the Zombie assaults. I have it set with the *Unit enters a region* *Move unit instantly to center of Region* trigger but that looks kind of stupid. If you know how to just make them spawn from the building and move to assault the city I would appriciate help with that aswell.

ALL credit will be given where due.

The only thing I ask is that if I release the map in its current state please do not take it. I happen to feel it is my best work yet, Little that I have done.

Thank you for viewing/reading and I hope you can help me solve this issue!
 
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Level 6
Joined
Aug 22, 2008
Messages
123
Hello, larkendar

The first problem you mention (cinematics) can be solved using fade filters. There is one fade filter that cuts off the upper and lower sites of the screen, similar to a cinematic and that way hides objects that should not be seen that easyly. It should be the "dream" fade filter.

Allowing players to choose their own abilities out of a pool of spells may be quite a lot of work, but is not really complicated. If you wish to use shops for "selling" those abilities, you will have to create a new dummyitem for each ability that can be added to a hero and has no skills. The description of that item should pretend that item to be an ability being bought, though itself does not do that, that's why it is called dummyitem. Use tomes to assure that the items are used immediately. Change the model of your custom items to "nothing.mdl".
Afterwards you will need a trigger similar to this:
  • Event
    • A unit acquires an item
  • Condition
    • Item-type of (Item being acquired) equal to <yourtypehere>
  • Actions
    • If
    • Conditions
      • Level of <yourabilityhere> for (Triggering Unit) equal to 0
    • Then actions
      • Unit- Add <yourabilityhere> to (Triggering unit)
    • Else actions
      • Unit- Increase level of <yourabilityhere> for (Triggering unit)
    • (endif)
This may not be finished completely since you may also want to specify a certain maximum level of a spell, but that is up to you.

By the way, I like your english:wink:
 
Level 1
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One thing left!

SORRY to double post but the page would for some reason not let me just edit.

The thing left unanswered is about the Zombie Assault.
When they spawn they move instantly to the location instead of walking to it. Is there another way? I had realized this conflicts with another unit in the area!

Reply when ever you can! :)

+Rep will be given and credits aswell!!
 
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