I thought I'd provide some tips on good cinematics because so many people still make not too good cinematics in their scns. For basic knowledge go -Never show the border of the map That's it so far. Probably not new for the more advanced ones here, but still rarely realised. Want to see how a real cinematic looks like? Go Thanks for reading! [This message has been edited by AoMPlayer000 (edited 11-26-2004 @ 08:41 AM).]
-Use "Render Fog/Black Map" OFF/OFF (ON/ON when the cin ends!)
-Never show the black space beneath the sky
-Make your intro cin
-Use "Set Obscured Units" OFF (ON again when the cin ends!)
-And for ingame cins (except battle scenes) use "Block All Sounds" ("Unblock ..."). Or use "Player Set Active" and change the active player to a virtually non-existent player
-For ingame ones, too: Use "Unit Clear Selection" from the new X triggers to get rid of unit waypoints in the cin
-If you want to direct a unit to a certain spot, but the unit doesn't always walk there properly, make a looped trigger like this:
C: Distance to Unit/Point <
E: Move to Unit/Point
Don't forget to disable it when it's necessary.
-Use music and sound effects ("Sound Filename")
-Use fade to colour effects to make cuts or to flash the screen
-Use cinematic blocks! They can be used for many proposals, either as waypoints ("Move to Unit"), centre units for radius trigger members etc. etc.
-Force Non-Cinematic is useful for fighting scenes, because it switches the cinematic models off. So you won't have detailed models for walking and standing units and undetailed ones for fighting/dying/etc units.
-And one of the most important ones: Make a "Camera Cut" when the cin ends to a normal game perspective (or a camera track back to the normal perspective)!