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[Trigger] Water Sounds

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Level 29
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Is there any sounds of water in WE ?
And I don't mean naga sounds.
I mean just normal sounds of water moving.

And a second question (since as usuall no one answerd me).

How do I make the mini map show only a part of the map, like Pyramid Escape or some other maps I don't remember their names ?
 
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Second question

And a second question (since as usuall no one answerd me).

How do I make the mini map show only a part of the map, like Pyramid Escape or some other maps I don't remember their names ?

I think you mean this:
  • Set Camera Bounds
    • Events
      • Player - Player 1 (Red) types a chat message containing lol as An exact match
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Camera - Set the camera bounds for (Picked player) to Camera Bounds <gen>
 
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Level 29
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No thats why im saying all the time MINI MAP size.

Map Bounds = where the player can scroll with his mouse ON THE MAP ITSELF, NOT on the mini map.

If you will change map bounds you will see on the mini map your whole map and then in the middle OVER the usuall map you will see the map bounds area.
 
Level 8
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Is there any sounds of water in WE ?
And I don't mean naga sounds.
I mean just normal sounds of water moving.

And a second question (since as usuall no one answerd me).

How do I make the mini map show only a part of the map, like Pyramid Escape or some other maps I don't remember their names ?


Water Wav Loops are located in the sound Editor under: Sound : Ambient : DoodadEffects:

They are limited to:
WaterLakeLoop
WaterStreamLoop
WaterWaterFallLoop
WaterWavesLoop

Two Ways for the mini-map:

One use black mask and make certain that in Scenario Options that "partially seen in masked" (or words to that affect) is off/ not checked.

Second, import a picture file and just cover up the mini-map. (If you want to hide all the map.

* - * - * - * - * - * - * - * - * - * - * - *
If you are seeking to only have the map revealed at the point of a unit at all times (explored areas become black again) use the function:
  • For each (Integer A) from 1 to 12, do (Actions)
    • Loop - Actions
      • Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Blackmask across (Playable map area)
This will loop through all of the players (1-12) if you do not want it for all then just do it for each player taking out the loop.

I do not know what you are looking for exactly, I do not know this pyramid map/game of which you speak.
 
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Ok I think I figured it out while I was in bed trying to sleep (lol, anyone else feels like every time he goes to sleep he suddely think of all kind of jenious stuff and then remember like 1/1000 in the morning ?).

Its as simple as making the mini map black and then allowing the players to see the camera bounds :xxd:

[Edit] Ok how do I make the mini map black ? x.X
 
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Ok since people don't seem to understand my problem ill explain it.

I want to make a trigger that when a unit casts a spell, he will move to another place and the camera will change its bounds to that place (region) AND that the mini map too.

Now the problem is, when you set a new Camera Bounds and look at the mini map it "Over Writes" the normal map with the camera bounds and shows both of them at the same time.

Terefor I need to make the mini map black and THEN put camera bounds so it will over write over the black and players will be able to only see the camera bounds.
 
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[Offtopic]
(lol, anyone else feels like every time he goes to sleep he suddely think of all kind of jenious stuff and then remember like 1/1000 in the morning ?).
Hahaha, yes i do :D now, when i'm making stuff in WE again, i just can't sleep..
thinking about solving triggers and shit.
btw, that's how i got the idea about making non-MUI triggers MUI xD
 
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