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Trigger - Cinematics: Delay in Starting the Cinematic -

Level 4
Joined
Dec 9, 2019
Messages
14
Relevance: 1/5

I'm trying to create Intro Cinematic as well as Mid Game Cinematics, but I think I am not doing it right with the trigger that initiates it, because it always has a delay, it is kile every command is triggered (stop all units, hide, unhide, etc) but all of that before the fade out of the camera, which can't be, since I put the command to fade before every other command, I will show it in both the intro cinematic in triggers and what actually happens.

Initialization Triggers:
  • Events
    • Map Initialization
    • Time - Elapsed game time is 0.50 seconds
  • Conditions
  • Actions
    • Trigger - Turn off (This trigger)
    • Game - begin preloading with a 0.50 second timeout
    • Game - set campaign to Expasion Night Elf Campaign
    • Game - set ally color filtering to 0
    • Trigger - Run init 01 Players <gen> (checking conditions)
    • Trigger - Run init 02 Units <gen> (checking conditions)
    • Trigger - Run init 03 Music <gen> (checking conditions)
    • Trigger - Run init 04 Environment <gen> (checking conditions)
    • Trigger - Run init 05 Quests <gen> (checking conditions)
    • Trigger - Run init 06a Hard <gen> (checking conditions)
    • Trigger - Run init 06b Normal <gen> (checking conditions)
    • Trigger - Run init 06c Easy <gen> (checking conditions)
    • ---------- Start Intro Cinematic ----------
    • Trigger - Run Intro Cinematic <gen> (checking conditions)

Intro Cinematic Triggers:
  • Events
  • Conditions
  • Actions
    • Wait Campaign quest delay seconds
    • Unit - Pause all units
    • Unit - Make units change color when rescued
    • Player - Change color of Player 16 (Violet) to Violet, Changing color of existing units
    • Cinematic - Turn Cinematic mode On for (All players)
    • Trigger - Turn on Intro Skipped <gen>
    • Cinematic - Disable user control for (All players)
    • Cinematic - Clear the screen of text messages for (All players)
    • -------- CINEMATIC SETUP --------
    • Trigger - Add Cinematic Setup <gen> to the trigger queue (Checking conditions)
    • -------- CUT 1 - FANDRALS WIFE --------
    • Trigger - Add Cut 1 FANDRALS WIFE <gen> to the trigger queue (Checking conditions)
    • -------- CUT 2 - FANDRALS WIFE DIES --------
    • Trigger - Add Cut 2 FANDRALS WIFE DIES <gen> to the trigger queue (Checking conditions)
    • -------- CUT 3 - FANDRALS RAISES VALSTAAN --------
    • Trigger - Add Cut 3 FANDRALS RAISES VALSTAAN <gen> to the trigger queue (Checking conditions)
    • -------- CUT 4 - THE WAR AGAINST AGIRS --------
    • Trigger - Add Cut 4 THE WAR AGAINST AGIRS <gen> to the trigger queue (Checking conditions)
    • -------- CUT 5 - VALSTAAN DIES --------
    • Trigger - Add Cut 5 VALSTAAN DIES <gen> to the trigger queue (Checking conditions)
    • -------- CUT 6 - FANDRAL LOST IN DARKNESS --------
    • Trigger - Add Cut 6 FANDRAL LOST IN DARKNESS <gen> to the trigger queue (Checking conditions)
    • -------- CUT 7 - FANDRAL AWAKENS --------
    • Trigger - Add Cut 7 FANDRAL AWAKENS <gen> to the trigger queue (Checking conditions)
  • -------- END OF CUTSCENE --------
    • Trigger - Turn off Intro Skipped <gen>
    • Trigger - Turn off (This trigger)
    • Trigger - Add Intro Cleanup <gen> to the trigger queue (Checking conditions)

Cinematic Setup Triggers:
  • Events
  • Conditions
  • Actions
    • Wait 2.00 seconds
    • Cinematic - Clear the screen of text messages for (All players)
    • Sound - Clear the music list
    • Sound - Stop music immediatly
    • Set VariableSet SelectionGroup = (Units currently selected by Player 16 (Violet))
    • Selection - Clear selection for Player 16 (Violet)
    • Unit Group - Pick every unit in (Units in FandralLosehiswife <gen>) and do (Unit - Pause (Picked unit))
    • Unit - Hide Malfurion 0194 <gen>
    • Unit - Hide Mathrengyl Bearwalker (Night Elf Form) 0301 <gen>
    • Unit - Make Paladin 0199 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0195 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0212 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0197 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0213 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0210 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0198 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0209 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0196 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit - Make Footman 0211 <gen> Rescuable by Player Group - Player 16 (Violet)
    • Unit Group - Pick every unit in (Units in Druids 1 <gen> owned by Player 16 (Violet)) and do (Unit - Pause (Triggering unit))
    • Unit Group - Pick every unit in (Units in Druids 2 <gen> owned by Player 16 (Violet)) and do (Unit - Pause (Triggering unit))
    • Unit Group - Pick every unit in (Units in Druids 1 <gen> owned by Player 16 (Violet)) and do (Unit - Hide (Triggering unit))
    • Unit Group - Pick every unit in (Units in Druids 2 <gen> owned by Player 16 (Violet)) and do (Unit - Hide (Triggering unit))
    • Unit Group - Pick every unit in (Units in Druids 1 <gen> owned by Player 16 (Violet)) and do (Unit - Kill (Picked unit))
    • Sound - Play FlashBack1Second <gen>
    • Animation - Play the death animation for all doodads of type The Corruption within TheCottuptionAppears <gen>.
    • Game - Set the time of day to 12.00
    • Environment - Set sky to Ashenvale Sky
    • Environment - Set fog to style Linear, z-start 200.00, z-end 2500.00, density 0.00 and color (50.00%, 50.00%, 50.00%)
    • Environment - Turn Weather02Fog Off
    • Environment - Create at FandralEngaged <gen> the weather effect Rays Of Light
    • Set VariableSet Weather02Rays = (Last created weather effect)
    • Environment - Turn Weather02Rays On
    • Trigger - Remove (This trigger) from the trigger queue
    • Trigger - Turn on Intro Skipped <gen>

But when I test the map and the intro cinematic is supposed to start, it has a delay of something around 3 - 5 seconds and I don't know why, see the follow image as reference:
WhatsApp Image 2025-05-11 at 11.54.28.jpeg
This same problem happens with all others Mid Game Cinematics I've created and I don't know what is the problem :peasant-sad:

There is another problem related to skipping the cinematic and some effects and triggers of the Cinematic not being skipped (and I've triple checked if I've putted the command to skip after every single wait trigger), but this is a matter to another post.

I thank any help given in advance.
 
Last edited:
You have this line:
  • Wait Campaign quest delay seconds
At the top of "Intro Cinematic Triggers". That triggers a 5-second wait:
JASS:
    constant real      bj_QUEUE_DELAY_QUEST             =  5.00

Any reason that you added that wait? That likely explains the delay, so I would recommend removing it.

Also, as a side-note, you probably don't need both the "Map Initialization" and the "Time elapsed" events (especially since you turn off the trigger after it runs). Map initialization will run before time elapsed, so you could probably keep that one. Or if you only want it to run when the game starts, you can keep the time elapsed one and change the time to "0.00 seconds" (so it runs immediately when the game starts).
 
Level 4
Joined
Dec 9, 2019
Messages
14
You have this line:
  • Wait Campaign quest delay seconds
At the top of "Intro Cinematic Triggers". That triggers a 5-second wait:
JASS:
    constant real      bj_QUEUE_DELAY_QUEST             =  5.00

Any reason that you added that wait? That likely explains the delay, so I would recommend removing it.

Also, as a side-note, you probably don't need both the "Map Initialization" and the "Time elapsed" events (especially since you turn off the trigger after it runs). Map initialization will run before time elapsed, so you could probably keep that one. Or if you only want it to run when the game starts, you can keep the time elapsed one and change the time to "0.00 seconds" (so it runs immediately when the game starts).
After reading your post, I feel a double obligation. First and foremost, I owe you my sincere thanks — your response was detailed, insightful, and highlighted issues that now seem so obvious, I'm a bit embarrassed by my original post.


Secondly, I owe you and the community a apology. The topic of the post really isn’t that complex and certainly doesn’t deserve to be considered of 3/5 relevance, to be honest, doesn't contain relevance to be a post at all, it is a consequence of my carelessness.


Thank you, my friend, for your attention and patience in explaining everything with such care and diligence.
 
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