I spent 2 months working on a movie map. It is suppose to be synchronized with a song while playing. Everything was perfect and on-beat while I was testing alone. But today when I uploaded it for the first time, the game speed was all messed up. The opening scene would start a bit later than the song, then it would actually get faster and put the song behind. It was as though all the wait commands in the triggers were cut in half, resulting in the movie being fast forwarded. I have the game on normal speed. The song stayed at the same pace. I don't know what to do. I really need help here.
When you upload a map to b.net, it only allows for the default settings that have been set before hand. In order to change these settings, you have to make a custom game variant and change the value that needs changing; in this case, game speed.
Find out what game speed your map is supposed to be playing at.
Go to Map > Game Variants and uncheck "Use Default Variants".
Press "Add" to add a game variant. Name it whatever you like.
Go to "(Game) Game Speed" (it should be the second from the top) and select "(All Players)". Change the value to whatever speed your map needs.
I did do that. I said I have the game on normal speed. I locked it in the variants and also set it in the triggers. When I check the game speed inside the game through options, it says "Normal" yet the game is still moving at a faster pace than the song. Only thing I can think of is the wait commands were changed somehow.
I was thinking about doing that. My other solution would be to re-adjust every single wait command in my movie and test them after upload. Lol. God knows how long that would take.
Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.* This was a bug that I encountered while testing my map as well.
Solution: You can use a trigger to manually set the game speed once the map has begun, hence ignoring the setting in the lobby. Event - Map Initialization, Action - Set the game speed to 'Normal' .
Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.* This was a bug that I encountered while testing my map as well.
Solution: You can use a trigger to manually set the game speed once the map has begun, hence ignoring the setting in the lobby. Event - Map Initialization, Action - Set the game speed to 'Normal' .
Hope this helps.
when i try doing this through triggers, the map seems to cresh
Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.*
This is really good info, I was wondering why my map was moving 50% faster on Battle.net than it did when testing locally. The setting in the Game Variants menu doesn't do a damn thing except change the text string that shows in that field, it doesn't actually modify the game speed. Setting the speed to Normal manually by trigger action and then locking the game speed worked successfully for me.
I spent 2 months working on a movie map. It is suppose to be synchronized with a song while playing. Everything was perfect and on-beat while I was testing alone. But today when I uploaded it for the first time, the game speed was all messed up. The opening scene would start a bit later than the song, then it would actually get faster and put the song behind. It was as though all the wait commands in the triggers were cut in half, resulting in the movie being fast forwarded. I have the game on normal speed. The song stayed at the same pace. I don't know what to do. I really need help here.
@NarcoticNite: Go
When you upload a map to b.net, it only allows for the default settings that have been set before hand. In order to change these settings, you have to make a custom game variant and change the value that needs changing; in this case, game speed.
I did do that. I said I have the game on normal speed. I locked it in the variants and also set it in the triggers. When I check the game speed inside the game through options, it says "Normal" yet the game is still moving at a faster pace than the song. Only thing I can think of is the wait commands were changed somehow.
@NarcoticNite: Go
I think your solution is to not upload it.....
You tube it locally and share here on mapster and youtube.
I was thinking about doing that. My other solution would be to re-adjust every single wait command in my movie and test them after upload. Lol. God knows how long that would take.
Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.* This was a bug that I encountered while testing my map as well.
Solution: You can use a trigger to manually set the game speed once the map has begun, hence ignoring the setting in the lobby. Event - Map Initialization, Action - Set the game speed to 'Normal' .
Hope this helps.
when i try doing this through triggers, the map seems to cresh
Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.*
This is really good info, I was wondering why my map was moving 50% faster on Battle.net than it did when testing locally. The setting in the Game Variants menu doesn't do a damn thing except change the text string that shows in that field, it doesn't actually modify the game speed. Setting the speed to Normal manually by trigger action and then locking the game speed worked successfully for me.
You can modify the speed by which the editor runs a test in the editor's Preferences menu.