| Immortality and cinematics | |
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Should the heroes in CC be Immortal? | Yeah no problem! | | 29% | [ 2 ] | No, it causes too many bugs. | | 71% | [ 5 ] |
| Total Votes : 7 | | Poll closed |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Immortality and cinematics Thu Apr 30, 2009 11:19 am | |
| They are causing much trouble (remove tooltips, sometimes heroes die before it etc.) Now that you saw it (IF you did) please vote. If you think it should be removed vote no. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Thu Apr 30, 2009 1:31 pm | |
| Explain why and how you voted please. Who said yes? | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Fri May 01, 2009 2:06 am | |
| 50/50?.... kay... let's wait more | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Fri May 01, 2009 2:12 am | |
| Yeah I said no but who said yes? WARRIOR DID!!! HE SAID HE'D VOTE!!! lol whoever it was please explain why... I kinda explained in the description lol | |
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dex-destroyer Active Poster
Posts : 12 Join date : 2009-02-23 Age : 32 Location : in my house some where on mars (connection here is so laggy)
| Subject: Re: Immortality and cinematics Fri May 01, 2009 10:09 am | |
| wt i wanna know is y peeps vote for yes when it is obviously causing bugs and even then is causes the collosus problems | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Fri May 01, 2009 11:41 am | |
| :O your smart. So you voted no? Ok. 66% vs 33% | |
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Cassus Chaos Colossus Helper (Fireball class)
Posts : 29 Join date : 2009-04-23
| Subject: Re: Immortality and cinematics Fri May 01, 2009 3:00 pm | |
| I voted no. It's interesting to have to kill the Colossi with a hero, but the the triggers don't seem to be able to sustain it and the cutscenes are annoying. Giving heroes the ability to survive any number of "lethal hits" from normal units is not in itself a bad thing, though. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Sat May 02, 2009 12:18 am | |
| Yeah but who voted yes...? | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Sat May 02, 2009 2:37 am | |
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Scorching_hot Chaos Colossus Helper (Colossus class)
Posts : 3 Join date : 2009-03-29
| Subject: Re: Immortality and cinematics Sat May 02, 2009 6:17 am | |
| Well, if you're up to fixing the bugs, I think it's still worth having. If anything, you could just remove the cinematics, because that seems to be the bug-causing problem. | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Sat May 02, 2009 7:06 am | |
| Hmmm actually, the cinematics are quite a "minor" part of the bug. I think the tooltip thing is easily fixable if i really want to.
The real problem s to have the "unkillability" working properly, but for some odd reason, sometimes, it just lets some random hero die from a non-hero unit, without a cinematic or anything. And this might tak alot of experimenting to fix, whichmeans alot of time. (and i have very few atm :/ ) | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Sat May 02, 2009 7:08 am | |
| Yeah, many times human heroes die without a cinematic. And the colossi can't revive so this is a bonus for them | |
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snowtiger Active Poster
Posts : 18 Join date : 2009-05-02
| Subject: Re: Immortality and cinematics Sun May 03, 2009 7:11 am | |
| I think there shouldn't be a cinematic when a collossus dies, because there already are to many cinematics in my opinion. You shouldn't use to many cinematics in your map, because players that play your map more than 5 times (and your goal should always be to have those ) become bored of the cinematics. They are time-consuming and players like to play, not to watch a cinematic. | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Sun May 03, 2009 1:30 pm | |
| Got ur point. Don't worry, there will definitely be some kinda cinematics in the map, but ill make sure to make keep them short, shorter than they already are, and also ill add variations using random scenes, so that you don't always see the same thing from one game to another. | |
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snowtiger Active Poster
Posts : 18 Join date : 2009-05-02
| Subject: Re: Immortality and cinematics Mon May 04, 2009 9:05 am | |
| Upon further testing, I noticed that the spirit summoned by the well has a spell named "Rescue king". When I tried using this skill, it didn't do anything. I also noticed some minor spelling mistakes (I without a capital i, etc.). On another note, what was the problem with users pressing escape? I don't think that they should be kicked. It looks very unprofessional if a map calls a player a noob, and then kicks him/her. Just my opinion . | |
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Cassus Chaos Colossus Helper (Fireball class)
Posts : 29 Join date : 2009-04-23
| Subject: Re: Immortality and cinematics Mon May 04, 2009 9:43 am | |
| Pressing escape wipes the text on-screen in letterbox mode immediately, so if somebody is mashing escape then no one can read the instructions in the cutscenes. It's really annoying, in my not-so-very-humble opinion . | |
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snowtiger Active Poster
Posts : 18 Join date : 2009-05-02
| Subject: Re: Immortality and cinematics Mon May 04, 2009 10:49 am | |
| I think there could be an easy fix to that without kicking them. If you give me 10 minutes I'll try to make a script that fixes it.
EDIT: You'd need to store the cinematic text and actors into an array. In my opinion that's a cleaner solution than just kicking the player. | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Mon May 04, 2009 1:20 pm | |
| Uhhh your solution sounds interesting, but could you be more specific? | |
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snowtiger Active Poster
Posts : 18 Join date : 2009-05-02
| Subject: Re: Immortality and cinematics Tue May 05, 2009 12:11 am | |
| Well, I you probably have something like Cinematic - Create cinematic from UNIT with TEXT and parameters PARAMETERS. or something You could make a global string variable and a unit variable where you store those values when you start a cinematic. Whenever a user presses esc, you reshow the values, because you now know exactly what text was being desplayed. Well, that's just how I should do it | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Tue May 05, 2009 1:18 am | |
| hmmm.... i think i get it: -so i have a 1 trigger running my cine and storing the 3 fields of data in globals. -and i have another trigger detecting escape and re-displaying the stored data when someone presses esc.
Yet, it would still screw up the sound afaik. Maybe i could use some kinda timer re-started at every new scene, and i would retrieve the elapsed time to know at which point the sound was being played, and re-start playing it from that offset whenever escape is pressed... Yet again, I think there's an auto fading out on the sound when you press escape , which would overlap a little with the re-playing... Besides, i don't even know if lag etc won't screw it all up >.>
Well, when i got time (which i smost likely not before the weekend) ill give it a shot, After i set up the fate of hero-invul-to-units, ofc. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Wed May 06, 2009 10:27 am | |
| Uuuhhh Dj already explained the kicking in the cinematics - When people hit escape they cancel the text and effects for all players and the cinematics contain a lil explainations. And there must be 1 sec time between the 2nd warning and the kick. Meaning that they have enough time to read. The rescue king allows you to teleport to a king so that you rescue him (king=human hero) Btw I usually use that spell to rescue the spirit, not the human lol | |
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snowtiger Active Poster
Posts : 18 Join date : 2009-05-02
| Subject: Re: Immortality and cinematics Wed May 06, 2009 10:33 am | |
| Well, I proposed a better solution, one without kicking And for the king spell, I casted it on a human king, but it still didn't do a thing. Maybe because it's a computer player? And why would you rescue the spirit? It only lasts 30 sec, which I find very short | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Wed May 06, 2009 10:35 am | |
| Right. I meant I used to be rescuing it. I don't play as the Well anymore but I used to slay colossi when it was permanent. And about the spell, yeah better try it on a MP game. | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: Immortality and cinematics Wed May 06, 2009 2:39 pm | |
| Rescue King is supposed to instantly fill the hp bar of the targeted human hero. And i think it does, didnt check in ages though.
Someone on WC3C gave me a tip for the death scene trigger, i wanna see if it works (just to see) in multiplayer. Who is up? | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: Immortality and cinematics Thu May 07, 2009 12:34 am | |
| :O Then how come I teleported with it? | |
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