I have noticed recently some annoying thing. I make something like this:
CTRL.New units appear - link to some invisible units, visible flag
acos ---> OBMO.Camera to new units
OBMO.Camera to new units - destination, facing etc., camera is viewing these new units.
And the problem is that those new units appear after few seconds. This is ugly, because camera shows only landscape first and player have to wait for those units. It can be easily done by modifying script a bit or adding a trigger time, but I think I haven't this problem before. But maybe it was happening always? What do you think, maybe it could be fixed by the other way?
EDIT: I mean can it be avoided, or maybe only I have this little problem.
Units appearing
Well, the CTRL should be set to have 0 delay, but that's probably completely obvious.
If you MOMAed your units into position before making them visible, there can be a big delay. The trick is to have them visible at the start of the map and make them instantly invisible with a CTRL. Then, when you call them to become visible again, they do it instantly.
Also, is your camera cutting straight to the units? If you have it move more slowly to their position, you can get them to appear before the camera gets there--or just as it arrives--without changing how long it takes the units themselves to appear.
Finally, what triggers the CTRL? That could be important.
If you MOMAed your units into position before making them visible, there can be a big delay. The trick is to have them visible at the start of the map and make them instantly invisible with a CTRL. Then, when you call them to become visible again, they do it instantly.
Also, is your camera cutting straight to the units? If you have it move more slowly to their position, you can get them to appear before the camera gets there--or just as it arrives--without changing how long it takes the units themselves to appear.
Finally, what triggers the CTRL? That could be important.
invisible observers...
I have that happening in the great library.... with my tagset on... the invisible observers show up... and the dark sometimes attack them and kill them before they vanish sometimes triggering a rush it seems... strange this seems new to this last version of 1.6
maybe i need to look back at the mesh and check both invisible flags or something...
maybe i need to look back at the mesh and check both invisible flags or something...
if one does not learn from the failings of the past they are likely to suffer its return.
Once on Gate of Storms I accidentally unchecked "is invisible observer" on one of the duff observers. He appeared and was under my control...but the thing is, no enemy would recognize him. I cleared most of the map with that silly duff.
So Point, your problem is pretty weird. Are you sure they're selected as observers in their monster tags, and are marked as not autotargettable in Flags?
So Point, your problem is pretty weird. Are you sure they're selected as observers in their monster tags, and are marked as not autotargettable in Flags?
not sure
i will have to watch game films to be sure.... just after the start animation ... a few seconds pass then it says casualties and for a moment I can see the enemy where the observer used to be... so who knows not something I am worried about at this point.. just strange cuz it never happend while testing months ago.
if one does not learn from the failings of the past they are likely to suffer its return.
Your CRTL is activating properly and firing on time. The problem is visibility. Myth updates your visibility mask -- that is, its list of which units are close enough to your units to be visible on the screen -- only once every two to three seconds or so. So when your units 'port in, there's a delay before Myth realizes that you should be able to see what's going on in that part of the map. They're there, they're active, sometimes they're even wandering around and fighting enemies, but it takes a while before your visibility mask catches up.
To fix the problem, activate an invisible observer at the location a couple of seconds before the rest of your script triggers.
I remember struggling for a long time with this problem in Senex Silvae before figuring it out.
To fix the problem, activate an invisible observer at the location a couple of seconds before the rest of your script triggers.
I remember struggling for a long time with this problem in Senex Silvae before figuring it out.