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Staredit Network -> UMS Assistance -> center viewing
Report, edit, etc...Posted by Thesieger on 2005-06-27 at 13:06:12
ok, I want to have a set point for my new trailer, so the players cannot scroll away from it. How would i do that? I know that i've seen a tutorial somewhere, does it involve hyper-triggers or just multiple center view actions?confused.gif I see it all the time and would like to know how it works.
Report, edit, etc...Posted by TDT-DaRkFiRe on 2005-06-27 at 13:25:56
Some people do:

Move a location on an observer

Center view on the location
and preverse trigger

Then order the observer to move somewhere.

Thats the easyest way u can do it, also u can make like 50 centerview locations, but I think this is easyer. tongue.gif
Report, edit, etc...Posted by Thesieger on 2005-06-27 at 13:52:54
ok and if i want to move the screen to a different scene? justcreate a new center view?
Report, edit, etc...Posted by Wilhelm on 2005-06-27 at 13:53:07
Use hyper triggers and center view on location with preserve trigger to get it to stay. if you want it to move, you can move the location (move location) onto a unit, or by centering it onto another location.
Report, edit, etc...Posted by Thesieger on 2005-06-27 at 13:59:05
thnx
cool1.gif
Report, edit, etc...Posted by DevliN on 2005-06-27 at 23:58:58
Another easy way is to use death counters. Like when a specific unit has a death of 1, that will be the view point for scene 1.
Trigger
Players:
¤ Player 1
Conditions:
¤ Player # suffers exactly 1 death of [Unit].
Actions:
¤ Center view for current player at [Scene 1 Location]
¤ Preserve Trigger.


Then when you want to move it to scene 2, be sure to have a trigger adding 1 death to the unit and then do:
Trigger
Players:
¤ Player 1
Conditions:
¤ Player # suffers exactly 2 deaths of [Unit].
Actions:
¤ Center view for current player at [Scene 2 Location]
¤ Preserve Trigger.


This is the way I do it for cutscenes and such in the maps I've made, so I know it works pretty well. I hope this helps. happy.gif

Oh and you have to have hyper triggers for it to work.
Report, edit, etc...Posted by Thesieger on 2005-06-28 at 08:25:34
ok thnx.
Report, edit, etc...Posted by TDT-DaRkFiRe on 2005-06-28 at 09:48:42
Why not simply switches?
Report, edit, etc...Posted by DevliN on 2005-06-28 at 12:51:59
Switches needlessly take up strings on a map, while death counters don't. With a huge amount of strings comes a map with a huge filesize. It just helps in the long run.
Report, edit, etc...Posted by slayer766 on 2005-06-28 at 12:53:16
He would be better off with Death Counters anyways, they are not as time consuming as other methods, and they are the best. biggrin.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-06-28 at 13:54:28
QUOTE(DevliN @ Jun 28 2005, 12:51 PM)
Switches needlessly take up strings on a map, while death counters don't. With a huge amount of strings comes a map with a huge filesize. It just helps in the long run.
[right][snapback]247000[/snapback][/right]
They don't if you don't rename them. Also, Map Compression (and Protection) deletes strings used by Switches.
Report, edit, etc...Posted by DevliN on 2005-06-28 at 13:59:04
Ah okay. Well I assumed he would have renamed them (or I would have at least). And I had no idea that map compressiona and protection did that automatically considering I can't even use any map protector.

Switches work just as well, so go for that then.
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