[Trigger] Problems with trigger !

Level 15
Joined
Feb 9, 2006
Messages
1,598
For some reason, the game will not move on to the following actions after the first one in this trigger:

  • Movie1
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in CinemaPeople and do (Actions)
        • Loop - Actions
          • Camera - Apply Movie1 <gen> for (Owner of (Picked unit)) over 0.00 seconds
          • Wait 4.00 seconds
          • Cinematic - Send transmission to (All players) from No unit named <Empty String>: Play No sound and display It was just another.... Modify duration: Add 0.00 seconds and Wait
          • Wait 2.00 seconds
          • Camera - Apply Movie3 <gen> for (Owner of (Picked unit)) over 0.00 seconds
          • Cinematic - Send transmission to (All players) from No unit named <Empty String>: Play No sound and display An evil force was p.... Modify duration: Add 0.00 seconds and Wait
          • Wait 2.00 seconds
          • Camera - Apply Movie5 <gen> for (Owner of (Picked unit)) over 6.00 seconds
          • Wait 6.00 seconds
          • Camera - Apply Movie4 <gen> for (Owner of (Picked unit)) over 0.00 seconds
          • Camera - Shake the camera for (Owner of (Picked unit)) with magnitude 2.00
          • Wait 5.00 seconds
          • Set MovieLoc = (Target of Movie4 <gen>)
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Custom script: call RemoveLocation(udg_MovieLoc)
          • Camera - Stop swaying/shaking the camera for (Owner of (Picked unit))
          • Camera - Apply Movie2 <gen> for Player 1 (Red) over 0.40 seconds
          • Wait 0.30 seconds
          • Animation - Play Child 0023 <gen>'s death animation
          • Set MovieLoc = (Target of Movie6 <gen>)
          • Wait 1.50 seconds
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Animation - Play Child 0024 <gen>'s death animation
          • Wait 0.50 seconds
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Animation - Play Child (2) 0160 <gen>'s death animation
          • Custom script: call RemoveLocation(udg_MovieLoc)
          • Cinematic - Turn cinematic mode Off for (All players)
The very first action is working as it should, but it will not move on to the following ones. Why ?
I've tried to use both real time and game time seconds.

Thank you,

~Operator
 
Last edited:
Level 17
Joined
May 6, 2008
Messages
1,598
Wouldn't it be possible to add it in a playergroup and do the same?

The only thing I can come up with now.
 
Level 15
Joined
Feb 9, 2006
Messages
1,598
Nope.
Would take me ages to explain, but bottom line is that it has to remain a unitgroup.
Thank you for your time though :)

EDIT:
Sorry, I didn't get what you where saying at first. But when I did change it to operate with a playergroup, it didn't work either.

  • Movie1
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in Cinemagroup and do (Actions)
        • Loop - Actions
          • Camera - Apply Movie1 <gen> for (Picked player) over 0.00 seconds
          • Wait 4.00 seconds
          • Cinematic - Send transmission to (Player group((Picked player))) from No unit named <Empty String>: Play No sound and display It was just another.... Modify duration: Add 0.00 seconds and Wait
          • Wait 2.00 seconds
          • Camera - Apply Movie3 <gen> for (Picked player) over 0.00 seconds
          • Cinematic - Send transmission to (Player group((Picked player))) from No unit named <Empty String>: Play No sound and display An evil force was p.... Modify duration: Add 0.00 seconds and Wait
          • Wait 2.00 seconds
          • Camera - Apply Movie5 <gen> for (Picked player) over 6.00 seconds
          • Wait 6.00 seconds
          • Camera - Apply Movie4 <gen> for (Picked player) over 0.00 seconds
          • Camera - Shake the camera for (Picked player) with magnitude 2.00
          • Wait 5.00 seconds
          • Set MovieLoc = (Target of Movie4 <gen>)
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Custom script: call RemoveLocation(udg_MovieLoc)
          • Camera - Stop swaying/shaking the camera for (Picked player)
          • Camera - Apply Movie2 <gen> for (Picked player) over 0.40 seconds
          • Wait 0.30 seconds
          • Animation - Play Child 0023 <gen>'s death animation
          • Set MovieLoc = (Target of Movie6 <gen>)
          • Wait 1.50 seconds
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Animation - Play Child 0024 <gen>'s death animation
          • Wait 0.50 seconds
          • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at MovieLoc with Z offset 0.00
          • Animation - Play Child (2) 0160 <gen>'s death animation
          • Custom script: call RemoveLocation(udg_MovieLoc)
          • Cinematic - Turn cinematic mode Off for (Player group((Picked player)))
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,107
The problem is that it loops though them via a callback, waiting breaks the thread.
What you are after is threading it (or as close to WC3 lets you) or looping though each player for each action at a time and having the waits outside the loop (I would recomend this).
 
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