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 Immortality and cinematics

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Should the heroes in CC be Immortal?
Yeah no problem!
29%
 29% [ 2 ]
No, it causes too many bugs.
71%
 71% [ 5 ]
Total Votes : 7
 

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Dj0z
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PostSubject: Re: Immortality and cinematics   Thu May 07, 2009 4:46 am

Well, the full story is that it's a teleport spell, the mass teleport one, but teleporting only the caster.
I adde a trigger improvement to it, so that the unit (hero) targeted gets total hp refill.

->So the result is that this low hp human hero suddenly gets a full heal, plus a strong spirit pops up near him to help him.
All in all, it should be turning the tides of a battle quite much, but i never see anyone using it.
In RD (cuz yea thats where it comes from, as usual xD hence th name rescue "King") it works wonders, but the heroes involved have much less hp.

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PostSubject: Re: Immortality and cinematics   Thu May 07, 2009 10:14 am

I think perhaps the tooltip needs work-- I don't believe it mentions healing at all.
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PostSubject: Re: Immortality and cinematics   Thu May 07, 2009 10:47 am

Improved the tooltip. However, it always said that it was healing the target.

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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 2:01 am

Oh so he couldn't use it cause the heroes were at 100% hp and he couldn't heal them
Does this prevent him from teleporting away though?
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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 4:48 am

No it shouldnt. Just like you can teleport to a full hp unit with archmagi ulti in ladder warcraft 3, since it's the same spell, you can do that on a full hp hero too in CC.

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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 8:12 am

I tested it again, the tooltip indeed said it was healing it, but I still couldn't teleport. It did start the animation though for a very short period of time. Maybe you should just make it a dummy spell and move the hero yourself. The order braking may be caused by the heal.
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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 8:53 am

Perhaps something happened when the spirit became a summon?
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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 10:35 am

Is that so? i'll make sure i didnt miss a thing somewhere..

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PostSubject: Re: Immortality and cinematics   Fri May 08, 2009 10:38 am

Well I didn't test it... this was only a guess...
But yeah better check it out. May be this
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PostSubject: Re: Immortality and cinematics   Tue May 26, 2009 9:39 am

Dj0z wrote:
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.

Well, I made a system that fixes it


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// DCCT //
// Don't Cancel Cinematic Text //
// ------------------------------------------------------------------------------------------------------------------ //
// By: lame.snow //
// //
// Goal: Ever made a cinematic to explain your game, just to find out that it just always instantly dissapears because //
// people spam escape, and then complain that they don't understand the game? This script solves that by reshowing//
// the text when it get's cancelled out. //
// How To Use: //
// Instead of using TransmissionFromUnitWithNameBJ, you use DCCT_TransmissionFromUnitWithName, //
// which uses exactly the same arguments. //
// And instead of using TransmissionFromUnitTypeWithNameBJ, you use DCCT_TransmissionFromUnitTypeWithName //
// *************************************************WARNING*********************************************** //
// DO NOT use the normal TransmissionFromUnitTypeWithNameBJ and TransmissionFromUnitWithNameBJ or this system //
// will not work. You have to change every single TransmissionFromUnitTypeWithNameBJ with the DCCT functions. //
// How It Works: //
// The normal BJ's register the 'skip' event and cancel the cinematic when it is pressed. The DCCT functions are //
// exact copies of those triggers, but without the registering. //
// //
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

library DCCT
public function TransmissionFromUnitWithName takes force toForce, unit whichUnit, string unitName, sound soundHandle, string message, integer timeType, real timeVal, boolean wait returns nothing

//This Is the function that cancels the cinematic, comment it out, and cinematics can't be canceled
//call TryInitCinematicBehaviorBJ()

// Ensure that the time value is non-negative.
set timeVal = RMaxBJ(timeVal, 0)

set bj_lastTransmissionDuration = GetTransmissionDuration(soundHandle, timeType, timeVal)
set bj_lastPlayedSound = soundHandle

if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
// Use only local code (no net traffic) within this block to avoid desyncs.

if (whichUnit == null) then
// If the unit reference is invalid, send the transmission from the center of the map with no portrait.
call DoTransmissionBasicsXYBJ(0, PLAYER_COLOR_RED, 0, 0, soundHandle, unitName, message, bj_lastTransmissionDuration)
else
call DoTransmissionBasicsXYBJ(GetUnitTypeId(whichUnit), GetPlayerColor(GetOwningPlayer(whichUnit)), GetUnitX(whichUnit), GetUnitY(whichUnit), soundHandle, unitName, message, bj_lastTransmissionDuration)
if (not IsUnitHidden(whichUnit)) then
call UnitAddIndicator(whichUnit, bj_TRANSMISSION_IND_RED, bj_TRANSMISSION_IND_BLUE, bj_TRANSMISSION_IND_GREEN, bj_TRANSMISSION_IND_ALPHA)
endif
endif
endif

if wait and (bj_lastTransmissionDuration > 0) then
// call TriggerSleepAction(bj_lastTransmissionDuration)
call WaitTransmissionDuration(soundHandle, timeType, timeVal)
endif
endfunction

public function TransmissionFromUnitTypeWithName takes force toForce, player fromPlayer, integer unitId, string unitName, location loc, sound soundHandle, string message, integer timeType, real timeVal, boolean wait returns nothing
//This Is the function that cancels the cinematic, comment it out, and cinematics can't be canceled
//call TryInitCinematicBehaviorBJ()

// Ensure that the time value is non-negative.
set timeVal = RMaxBJ(timeVal, 0)

set bj_lastTransmissionDuration = GetTransmissionDuration(soundHandle, timeType, timeVal)
set bj_lastPlayedSound = soundHandle

if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
// Use only local code (no net traffic) within this block to avoid desyncs.

call DoTransmissionBasicsXYBJ(unitId, GetPlayerColor(fromPlayer), GetLocationX(loc), GetLocationY(loc), soundHandle, unitName, message, bj_lastTransmissionDuration)
endif

if wait and (bj_lastTransmissionDuration > 0) then
// call TriggerSleepAction(bj_lastTransmissionDuration)
call WaitTransmissionDuration(soundHandle, timeType, timeVal)
endif
endfunction
endlibrary


How to use:
Instead of using TransmissionFromUnitWithNameBJ, you use DCCT_TransmissionFromUnitWithName, which uses exactly the same arguments. And instead of using TransmissionFromUnitTypeWithNameBJ, you use DCCT_TransmissionFromUnitTypeWithName. DO NOT use the normal TransmissionFromUnitTypeWithNameBJ and TransmissionFromUnitWithNameBJ or this system will not work. You have to change every single TransmissionFromUnitTypeWithNameBJ with the DCCT functions.

(Just copied out of my comments Razz)
EDIT: The system does require VJass, but I guess you have JassNewGenPack?
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PostSubject: Re: Immortality and cinematics   Tue May 26, 2009 11:24 am

ZOMGAWD!!!!
Yea i have JNGP indeed, as you guessed. Which is why i can use dalaran marble tile and have them buildable. Be it just for that i would use JNGP anytime lolz

DUDE this is the system i've been looking for for ages! It will make the map quite a bit more friendly and i will never have to kick ppl and tell them they are fuckass noobruiners Very Happy !
I'll try and make an effort this weekend to implement just this into the map. Can't promise anything but i'll definitely use that!!!!

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PostSubject: Re: Immortality and cinematics   Tue May 26, 2009 12:51 pm

Well, It's not really a system, I just took the code of the normal function, but removed the part you didn't need (the cancelling on escape). You have to make sure though that ALL the calls are replaced by this function, because even 1 normal transmissionFromUnit registers the Escape-pressed event.
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PostSubject: Re: Immortality and cinematics   Tue May 26, 2009 2:06 pm

What is this all about? The Spirit of the great elders?
Sorry if you wrote it somewhere but I just got too lazy to read the whole thing since I don't understand a single thing Razz
Oh... the cinematics Very Happy
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PostSubject: Re: Immortality and cinematics   Wed May 27, 2009 3:13 am

Quote :
Well, I made a system that fixes it
It's a system lol, u said it urself :p
And yea i will make sure i make it clean.
Dude the idea was simple, yet you had to think of it lol. And, i never did :/ gj
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PostSubject: Re: Immortality and cinematics   Wed May 27, 2009 6:35 am

Ok, I called it like that, but technically it isn't really a system. Doesn't really matter though Razz
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