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The cinematic keeps running after it is skipped

Level 12
Joined
Aug 3, 2021
Messages
454
Hello. Its Pekisa7. I've got a little problem when the cinematic is skipped in my map it keeps triggering again. I have checked the triggers for the cinematic and in the inilization everything is good. Can someone help me fix this?
  • Gate Cinematic
    • Events
      • Unit - A unit enters ArthasDestroysGate <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 4 (Purple)
      • (Entering unit) Equal to Arthas_TheLichKing
    • Actions
      • Trigger - Turn off Gate Cinematic <gen>
      • Set InCinematic = True
      • -------- Cinematic Start --------
      • Cinematic - Turn cinematic mode On for (All players)
      • Trigger - Run Gate Cinematic Intro Setup <gen> (checking conditions)
      • Cinematic - Fade in over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Camera - Apply CinematicView <gen> for Player 4 (Purple) over 0.00 seconds
      • Unit - Move Arthas_TheLichKing instantly to (Center of ArthasDestroysGate <gen>)
      • Unit - Move Ghoul01 instantly to (Center of Ghoul01 <gen>)
      • Unit - Move Ghoul02 instantly to (Center of Ghoul02 <gen>)
      • Unit - Move Ghoul03 instantly to (Center of Ghoul03 <gen>)
      • Unit - Move Ghoul04 instantly to (Center of Ghoul04 <gen>)
      • Unit - Move Abomination01 instantly to (Center of Abomination01 <gen>)
      • Unit - Move Necromancer01 instantly to (Center of Necromancer01 <gen>)
      • Unit - Move Necromancer02 instantly to (Center of Necromancer02 <gen>)
      • Unit - Make Arthas_TheLichKing face (Center of CityEntrance <gen>) over 0.00 seconds
      • Wait 5.00 seconds
      • Camera - Apply ArthasOnCircle <gen> for Player 4 (Purple) over 0.00 seconds
      • Cinematic - Send transmission to (All players) from Arthas_TheLichKing named The Lich King: Play Little_Isects_Line <gen> and display Little insects. Thi.... Modify duration: Add 0.00 seconds and Wait
      • Animation - Play Arthas_TheLichKing's channel animation
      • Destructible - Make Loarderon City Gate (Horizontal) 6552 <gen> Vulnerable
      • Wait (Length of Little_Isects_Line <gen>) seconds
      • Animation - Reset Arthas_TheLichKing's animation
      • Camera - Apply GateDestoryedCamera02 <gen> for Player 4 (Purple) over 0.00 seconds
      • Unit - Order MeatWagon to Attack Loarderon City Gate (Horizontal) 6552 <gen>
      • Unit - Order MeatWagon02 to Attack Loarderon City Gate (Horizontal) 6552 <gen>
      • Wait 5.00 seconds
      • Unit - Order MeatWagon to Stop
      • Unit - Order MeatWagon02 to Stop
      • Wait 2.00 seconds
      • Destructible - Destroy Loarderon City Gate (Horizontal) 6552 <gen>
      • Animation - Reset MeatWagon's animation
      • Animation - Reset MeatWagon02's animation
      • Wait 3.00 seconds
      • Camera - Apply GateDestoyedCamera <gen> for Player 4 (Purple) over 0.00 seconds
      • Cinematic - Send transmission to (All players) from Arthas_TheLichKing named The Lich King: Play Come_my_Warriors__Let_us_reclaim_out_city_and_kill_these_pests_that_are_plauging_it <gen> and display Come my warriors. L.... Modify duration: Add 0.00 seconds and Wait
      • Wait (Length of Come_my_Warriors__Let_us_reclaim_out_city_and_kill_these_pests_that_are_plauging_it <gen>) seconds
      • -------- Fade In --------
      • Cinematic - Fade in over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Trigger - Run Gate Cinematic Outro <gen> (checking conditions)
      • Cinematic - Turn cinematic mode Off for (All players)
      • Wait 5.00 seconds
      • -------- Cinematic End --------
      • Camera - Apply CinematicView <gen> for Player 4 (Purple) over 0.00 seconds
      • Set InCinematic = False
      • Camera - Reset camera for Player 4 (Purple) to standard game-view over 0.00 seconds
      • Trigger - Remove (This trigger) from the trigger queue
  • Gate Cinematic Skipped
    • Events
      • Player - Player 4 (Purple) skips a cinematic sequence
    • Conditions
    • Actions
      • Trigger - Turn off Gate Cinematic <gen>
      • Set Cinematic_Skipped = True
      • -------- Fade Out --------
      • Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Wait 0.50 seconds
      • -------- Cleanup --------
      • Trigger - Run Gate Cinematic Outro <gen> (checking conditions)
      • -------- Turn Cinematic Off --------
      • Cinematic - Turn cinematic mode Off for (All players)
      • -------- Fade In --------
      • Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Wait 0.50 seconds
      • -------- Start Game --------
      • Trigger - Run Gate Cinematic Gameplay <gen> (checking conditions)
      • Set InCinematic = True
      • Trigger - Remove Gate Cinematic <gen> from the trigger queue
 
There's nothing stopping your trigger. Turning off triggers does not stop them when they are mid-execution. Check Blizzard's campaign maps to see how they do cinematic skipping.
I checked. This is exacly how they did it I just changed a few things to match mine.
 
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