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Two problems I have been having lately

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So, I'm working on a big map, with lots of triggers, but I'm having two issues I'm having lately.

Firstly; I make some units move to points with triggers. But I dont know why the unit starts going to a different location right after getting to the triggered point. This is making me go insane because I don't even know what causing this!! If not clear let's explain it with an example:

I create a Footman at Point A(center of some region) then command it to move to Point B(center of another region). He starts moving and gets to Point B, but exactly at that moment he turns around and starts moving to another point god knows where.

Second is; I have some 3D sounds in some points. But whenever cinematic mode turns on the sounds will play no matter what the distance is from the source point.(I set the max. min. and cutoff distances to 3000 al three of them) After the cinematic ends everything returns to normal tho but this is annoying as well because nobody wants to hear lots of unrelevant noises playing at the same time! As an example to this:

A city has guards training in a little region and they shout while attacking the sound can be heard up to 3000 range. Then a little group goes out of the city miles away... Then a cinematic turns on and suddenly we can hear the guards' shouting from MILES AWAY!!

I appreciate all the help I'm tired of units pointlessly running without my order and sounds playing where they're not supposed to be heard :( (not sorry for the long post, I've run out of my sorries)
 

EdgeOfChaos

E

EdgeOfChaos

For the first problem, it's probably either:
1) Another movement trigger is interfering
2) Something is blocking his movement
Try removing triggers 1 by 1 until it works. If it works, you'll know what trigger causes it. If not, it might be the second, or something else I don't know about.

Don't know about the second as I never used sounds.
 
Level 19
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For the first problem, it's probably either:
1) Another movement trigger is interfering
2) Something is blocking his movement
Try removing triggers 1 by 1 until it works. If it works, you'll know what trigger causes it. If not, it might be the second, or something else I don't know about.

Don't know about the second as I never used sounds.

THANKS SO MUCH FOR THE ADVICE!!! I never thought a unit would go somewhere else(I tested it later on and found out he went back to his first location) when he couldn't find any space in target point. I created new regions for him and it's working pretty well.

And for the sound issue I found out that in cinematic mode we can hear pretty much anything in the world. Whether it be a wolf growling(the neutral creep wolf's voice while standing still) or a combat or just 3D sounds but this is horrible!! If there's anyone out there with a solution please come out
 

EdgeOfChaos

E

EdgeOfChaos

Actually now that I think of it, I believe that would happen because Cinematic Mode reveals the entire map for all players. There is no way to change this besides avoiding use of Cinematic Mode (you can make cinematic by pausing all units but the ones you want, locking cam, and using floating text above units when they speak though)
 

EdgeOfChaos

E

EdgeOfChaos

I don't believe Guard position should matter if he is ordered to move via trigger (should override guard position)
 
but he is not attacking he is moving is he still considering his first place as guard position?
no matter, they will come back after reaching target, look at attached example map

I don't believe Guard position should matter if he is ordered to move via trigger (should override guard position)
belive;]
 

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Dr Super Good

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Firstly; I make some units move to points with triggers. But I dont know why the unit starts going to a different location right after getting to the triggered point. This is making me go insane because I don't even know what causing this!! If not clear let's explain it with an example:

I create a Footman at Point A(center of some region) then command it to move to Point B(center of another region). He starts moving and gets to Point B, but exactly at that moment he turns around and starts moving to another point god knows where.
Typical "guard position" problem. I am unsure if ZiBitheWand3r3r's solution works for it as people have posted mixed feedback about it before. Another solution is to modify the game play constants and set guard distance to something insanely large (so they never return).

Second is; I have some 3D sounds in some points. But whenever cinematic mode turns on the sounds will play no matter what the distance is from the source point.(I set the max. min. and cutoff distances to 3000 al three of them) After the cinematic ends everything returns to normal tho but this is annoying as well because nobody wants to hear lots of unrelevant noises playing at the same time! As an example to this:

A city has guards training in a little region and they shout while attacking the sound can be heard up to 3000 range. Then a little group goes out of the city miles away... Then a cinematic turns on and suddenly we can hear the guards' shouting from MILES AWAY!!
Disable all other 3D sounds while cinematics are running. I am guessing this mechanic was intentional so that normally 3D sounds could be picked up at sufficient volume to be heard. For example if a catapult fires in the distance you get the sound of it firing as opposed to a deathly silence due to it being outside the range of the 3D sound.

You can add additional checks before playing 3D sounds to help reduce the problem. If it is single player you could check the approximation to the player's screen and only play it if it is near enough (simulated 2D sound). You could also only play sounds if the source is visible (not useful in most cinematics due to often revealing the entire map). If the hero has a main unit you could check approximation to it before playing 3D sounds for that player.
 
Level 19
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Typical "guard position" problem. I am unsure if ZiBitheWand3r3r's solution works for it as people have posted mixed feedback about it before. Another solution is to modify the game play constants and set guard distance to something insanely large (so they never return).

If I set the guard distance other units may bug out. But I will give it a try tho :D

Disable all other 3D sounds while cinematics are running. I am guessing this mechanic was intentional so that normally 3D sounds could be picked up at sufficient volume to be heard. For example if a catapult fires in the distance you get the sound of it firing as opposed to a deathly silence due to it being outside the range of the 3D sound.

You can add additional checks before playing 3D sounds to help reduce the problem. If it is single player you could check the approximation to the player's screen and only play it if it is near enough (simulated 2D sound). You could also only play sounds if the source is visible (not useful in most cinematics due to often revealing the entire map). If the hero has a main unit you could check approximation to it before playing 3D sounds for that player.

For this, I don't have much triggers for 3D sounds I can turn on/off once the cinematics start but it is just copy paste work which is so boring. It is nice to reveal the map in cinematics but playing the sounds out of their ranges is a bit dumb...
 

Dr Super Good

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For this, I don't have much triggers for 3D sounds I can turn on/off once the cinematics start but it is just copy paste work which is so boring. It is nice to reveal the map in cinematics but playing the sounds out of their ranges is a bit dumb...
What you do is set a boolean variable if you want 3D sounds to play or not. All triggers that play 3D sounds then only play them if the boolean is set (equal to true). When you start a cinematic you set it equal to false and probably give a few seconds (the fade in time) for the sounds to finish playing. After the cinematic is done you set it true again so sounds start to play next time the appropriate triggers run.
 
Level 19
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What you do is set a boolean variable if you want 3D sounds to play or not. All triggers that play 3D sounds then only play them if the boolean is set (equal to true). When you start a cinematic you set it equal to false and probably give a few seconds (the fade in time) for the sounds to finish playing. After the cinematic is done you set it true again so sounds start to play next time the appropriate triggers run.

This is so much easier why didn't i think of it :D Thanks for these solutions !
 
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You don't have to use cinematic mode action, just turn letterbox mode on and you can display your cinematic texts.

Actually you don't even have to use letterbox mode too, but lets not make it complicated.
 
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