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Zoom Trigger
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Feb 21, 2008 3:29 am    Post subject:  Zoom Trigger Reply with quote  Mark this post and the followings unread

Quick question to you trigger g33ks out there...

Does the zoom trigger work?

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Feb 21, 2008 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I remember reading something about this a long time ago. I think it was something along the lines of that it does work, however you can't zoom back out or something like that.

Though I can't say that is 100% for sure because I myself have not messed with the trigger.
I have a feeling Team Black will investigate this now though that the question was asked... Laughing

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Feb 21, 2008 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The zoom trigger works for sure, though you'll have to probably use "center camera on waypoint" trigger to make it half practical.

When you're "zoomed in" you have no mouse control, only keyboard commands (E to select all, X to scatter, D to deploy, etc. Not much to make an enjoyable game out of Wink )

So what you do is make one more trigger, "unlock player input", which apparently both zooms back to normal, and enables normal battlefield control again.

I attached a map with these triggers so you can test it. The triggers are:
30 seconds - zoom in
60 seconds - zoom in
90 seconds - zoom out twice
300 seconds - unlock player control

Here's a screenie
http://image.sagafx.com/files/stbbrouty5u5dd6r9knm.png



rmtest.mpr
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The Fall of Hammerfest - Epic Tiberian chain story

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Feb 21, 2008 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
I have a feeling Team Black will investigate this now though that the question was asked... Laughing


I SO called that one.

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In Soviet Russia, grass grows on tiberium!

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Feb 21, 2008 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, cheers guys, i just needed to know for sure as i was looking though the Action code and i suck with mapping #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 21, 2008 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

1 - I admit I never knew that this worked, I thought It was a typo or something.
2 - It's a really pointless trigger to be fair, when zoomed in on the voxels and terrain etc. it makes everything look really stupid and pixelated, It really serves no purpose.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Feb 21, 2008 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol Ixith, I actually didn't even read your post Laughing

maybe for mission intros it could used nicely, with some camera controls

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Tiberian Odyssey mapping department. Discord
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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Thu Feb 21, 2008 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
It really serves no purpose.

I already thought a use for this (Bunkers and RO, you do the math #Tongue; check the staff forum if you forgot about it)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 21, 2008 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
(Bunkers and RO, you do the math #Tongue check the staff forum if you forgot about it)


I Never forgot. Wink But We don't need this trigger... It can be done without it, making things look better at the same time. This Trigger just causes problems, hence why It's never really talked about.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Feb 22, 2008 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah yea, that. I know how to enable player input while in zoom, it just turns a InputLocked feature on and disables scrolling.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Feb 22, 2008 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper can you disable that InputLocked code in your yet unreleased patch Laughing so that the Zoom funtion may actually be used or will it affect other stuff too wher there is a InputLock

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Feb 22, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't consider it very practical for the work it would take.. who really wants to play in zoomed-in mode anyhow #Tongue

The only place I could see the zoom feature doing any kind of good is in singleplayer map intros, where player input is locked and the game camera is controlled all by triggers.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

DJ, sure, its on my list #Tongue

TB, O rly? I have better ideas for it Wink

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Feb 23, 2008 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sat Feb 23, 2008 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

No way! VK! You really did it! oh man.....

TSHyper has got hear about this........

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Feb 24, 2008 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I know about it, and it never worked for me, just caused bad drawing errors everywhere.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sun Feb 24, 2008 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I have doubts that an unlocked player input would work anyway.

Ever thought about why there's an input lock?
Because if zoomed in, you need new calculations for leptons <-> screen coords conversion.

IE if you click somewhere, it will be triggered somewhere else.
And if you click outside the top left quarter of the map, you could get severe problems clicking cells that don't exist (there's a protection for such a case, but I don't know what happens if you "click the default cell").

You really think WW had time to solve these issues?
If so, good luck re-enabling it. Smile

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, wow pd, I never thought about that...... hmmm.... quite a difficult task then. Confused

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Feb 24, 2008 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

pd wrote:
I have doubts that an unlocked player input would work anyway.

Ever thought about why there's an input lock?
Because if zoomed in, you need new calculations for leptons <-> screen coords conversion.

IE if you click somewhere, it will be triggered somewhere else.
And if you click outside the top left quarter of the map, you could get severe problems clicking cells that don't exist (there's a protection for such a case, but I don't know what happens if you "click the default cell").

You really think WW had time to solve these issues?
If so, good luck re-enabling it. Smile


Yea, i have had some problems with it, and i did wonder if there was problems. But im still looking into it.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Feb 27, 2008 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I have doubts that an unlocked player input would work anyway.

Ever thought about why there's an input lock?
Because if zoomed in, you need new calculations for leptons <-> screen coords conversion.

IE if you click somewhere, it will be triggered somewhere else.
And if you click outside the top left quarter of the map, you could get severe problems clicking cells that don't exist (there's a protection for such a case, but I don't know what happens if you "click the default cell").

You really think WW had time to solve these issues?
If so, good luck re-enabling it.

I don't know that kind of problems you have, but when I test it, it works fine, except mouse cursor. No IEs at all.
So in future please check it before posting.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Feb 27, 2008 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Excuse me? No need to get all uptight and up in peoples faces, perhaps he dont want to invest time into something that will not benefit anyone?

So in future, please think nice thoughts before posting.

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