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Age of Mythology Heaven » Forums » Scenario Design » Set Animation | Freeze Frame Issue
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Topic Subject:Set Animation | Freeze Frame Issue
AnnoDominius
Mortal
posted 15 April 2020 02:01 PM EDT (US)         
Hi guys,

Having an issue with Set Animation trigger. It works for the first couple of dialogues and then the final two Set Animations of a series seem to create "Freeze Frames" of the animation rather than the animation itself.

Any ideas what I'm doing wrong?

I feel like a total noob, it's horrible!

ROME: 78 BC | | | | | THE LOST RUINS
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Yeebaagooon
EXCO Emeritus
posted 15 April 2020 05:06 PM EDT (US)     1 / 4       
Any chance the unit performing the animation died during the cinematic?
One possible explanation, sure someone else will come up with the correct one.

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AnnoDominius
Mortal
posted 15 April 2020 06:12 PM EDT (US)     2 / 4       
No, she's quite happily alive and moving normally when I exit Cinematic mode.

Weirdly Dialogue is also disappearing after like 2 secs rather than on the next Play Dialogue command. I wonder whether my game is corrupt... :/

ROME: 78 BC | | | | | THE LOST RUINS
Rome in your hands | Of Ancient Mesoamerica

______________________________

AOMh Member since 2004
Yeebaagooon
EXCO Emeritus
posted 16 April 2020 08:20 AM EDT (US)     3 / 4       
If you're using the play dialog effect and then having a sound path in that same effect, the text clears when the sound finishes. You can use sound filename for the sound, but I found it a bit clunky so just made a different trigger where it fires properly.

<Effect name="Play Dialog 2">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Param name="Subtitle1" dispName="$$22385$$Subtitle" varType="stringid"></Param>
<Param name="Sound1" dispName="$$22384$$Sound" varType="sound">default</Param>
<Param name="Portrait" dispName="$$22386$$Portrait" varType="string"></Param>
<Command>trSoundPlayFN("%Sound1%", %EventID%, "","");</Command>
<Command>trSoundPlayDialog("default", "1", -1, false, "%Subtitle1%", "%Portrait%");</Command>
</Effect>

While we wait for someone to come up with a solution (haven't used animations myself in ages) I'd suggest a workaround of having the hero change to a cine block, and have a cine block change to the hero and resume the animations as a possible workaround.

______________________________________ Yeebaagooon ______________________________________
____________________ AoMH Seraph ____________________
"You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
"Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
Ex Seraphs Dictator, Spore Heaven Seraph
TAG
That AoM Guy
(id: aom expert)
posted 16 April 2020 09:28 AM EDT (US)     4 / 4       
https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,29397,,all

the unit is probably moving/walking in the middle of the animation at some point. to see if this is the issue, add another set animation effect, select the unit, and just leave it at default.

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