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Triggers
Absolution.w3x
Variables
Triggers
Run
Move
---CREDITS---
Scene 1
Scene 2
Scene 3
Scene 4
Scene 5
Scene 6
Scene 7
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Credits, Camera flying over town
Run
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Order Villager 0017 <gen> to Move To . (Random point in Kid_Run_1 <gen>)
Unit - Order Villager 0052 <gen> to Move To . (Random point in Kid_Run_2 <gen>)
Unit - Order Villager 0032 <gen> to Move To . (Random point in Kid_Run_3 <gen>)
Credits, Camera flying over town
Move
Events
Unit - A unit enters Region_009 <gen>
Conditions
Actions
Unit - Order Geldor 0056 <gen> to Move To . (Random point in Region_010 <gen>)
Tranquil, alreadyused, Kitabatake
Going the Distance - Bill Conti
Credits, Camera flying over town
Scene 1
Events
Map initialization
Conditions
Actions
-------- Random Stuff --------
Unit - Order Villager 0016 <gen> to Follow . Villager 0017 <gen>
Sound - Set music volume to 0.00 %
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Geldor 0057 <gen> using war3mapImported\BackPack.mdx
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Geldor 0056 <gen> using war3mapImported\BackPack.mdx
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Geldor 0059 <gen> using war3mapImported\BackPack.mdx
Unit - Order Villager 0053 <gen> to Follow . Villager 0052 <gen>
Unit - Order Villager 0033 <gen> to Follow . Villager 0032 <gen>
Unit - Add Crow Form to Roof Worker 0008 <gen>
Unit - Remove Crow Form from Roof Worker 0008 <gen>
Animation - Change Roof Worker 0008 <gen> flying height to 600.00 at 999.00
Cinematic - Fade out over 0.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_1_1 for Player 1 (Red) over 0 seconds
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Cinematic - Disable user control for (All players) .
Environment - Set sky to Lordaeron Summer Sky
Environment - Set fog to style Linear , z-start 1800.00 , z-end 4000.00 , density 1.00 and color ( 50.00 %, 50.00 %, 100 %)
Wait 1.00 seconds
Game - Display to (All players) for 5.00 seconds the text: |cffFFA500Giantpanda Presents...
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Wait 8.00 seconds
Sound - Set music volume to 100.00 %
Sound - Play Count_Of_Tuscany1_09 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffFFFF00Absolution
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Game - Display to (All players) for 5.00 seconds the text:
Wait 7.00 seconds
Unit - Order Villager 0046 <gen> to Move To . (Center of Region_003 <gen>)
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_1_2 for Player 1 (Red) over 8.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0010 <gen> named Geldor : Play No sound and display The town of Pinehill, a prosperous and tranquil place. . Modify duration: Add 0 seconds and Wait
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_1_3 for Player 1 (Red) over 9.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0010 <gen> named Geldor : Play No sound and display This is what it looked like many months ago. . Modify duration: Add 0 seconds and Wait
Wait 3.00 seconds
Unit - Order Villager 0054 <gen> to Move To . (Center of Region_005 <gen>)
Unit - Order Villager 0055 <gen> to Move To . (Center of Region_006 <gen>)
Unit - Order Villager 0049 <gen> to Move To . (Center of Region_006 <gen>)
Camera - . Apply . gg_cam_Camera_1_4 for Player 1 (Red) over 11.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0010 <gen> named Geldor : Play No sound and display Until an abrupt event occurred. Nobody truly knows what happened that day... . Modify duration: Add 0 seconds and Wait
Wait 5.00 seconds
Camera - . Apply . gg_cam_Camera_1_5 for Player 1 (Red) over 12.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0010 <gen> named Geldor : Play No sound and display Aside from me. I am the only survivor in the entire town. . Modify duration: Add 0 seconds and Wait
Wait 3.00 seconds
Cinematic - Fade out over 2.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Trigger - Run Scene_2 <gen> (ignoring conditions)
His city house. Walking up stairs to bedroom.
Scene 2
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_2_1 for Player 1 (Red) over 0 seconds
Sound - Use the Cityscape daytime ambient theme
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_2_2 for Player 1 (Red) over 11.00 seconds
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display Ever since my family died and my home town burnt to ashes I have been living here. In a large, heartless city... In a small, cold house. . Modify duration: Add 3.00 seconds and Wait
Wait 8.00 seconds
Sound - Stop music After fading
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Play RelaxShortened <gen>
Camera - . Apply . gg_cam_Camera_2_3 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_2_4 for Player 1 (Red) over 12.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display I don't know why I continue my struggle for happiness. I know my life will never return to what it once was. . Modify duration: Add 3.00 seconds and Wait
Wait 1.00 seconds
Unit - Move Geldor 0009 <gen> instantly to (Center of Region_001 <gen>)
Sound - Play DoorSlam <gen> at 100 % volume, located at (Center of Region_001 <gen>) with Z offset 0
Wait 1.00 seconds
Unit - Order Geldor 0009 <gen> to Move To . (Center of REGION <gen>)
Wait 9.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Scene_3 <gen> (ignoring conditions)
His city house. Lying in bed.
Scene 3
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_3_1 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_3_2 for Player 1 (Red) over 10.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display I fall asleep each afternoon in hope that I will dream of what my life once was, but all my 'dreams' ever bring is agonising images of the past. . Modify duration: Add 7.00 seconds and Wait
Wait 13.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Stop music After fading
Trigger - Run Scene_4 <gen> (ignoring conditions)
Decides to leave city (Walks down stairs, through city, then through woods)
Scene 4
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_2_4 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Unit - Order Geldor 0059 <gen> to Move To . (Center of Region_001 <gen>)
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display I have decided to forever leave this city. . Modify duration: Add 2.00 seconds and Wait
Wait 3.00 seconds
Sound - Play DoorSlam <gen> at 100 % volume, located at (Center of Region_001 <gen>) with Z offset 0
Unit - Move Geldor 0059 <gen> instantly to (Center of Region_014 <gen>)
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Unit - Order Geldor 0059 <gen> to Move To . (Center of Region_015 <gen>)
Camera - . Apply . gg_cam_Camera_3jgf for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_3jgf for Player 1 (Red) over 5.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display I can no longer tolerate the ubiquitous stench of despair. . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_Camera_thg for Player 1 (Red) over 5.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Camera_hdg for Player 1 (Red) over 4.00 seconds
Wait 3.90 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
-------- WOODLAND --------
Sound - Use the Lordaeron Fall daytime ambient theme
Camera - . Apply . gg_cam_Camera_4_1 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_4_2 for Player 1 (Red) over 12.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0009 <gen> named Geldor : Play No sound and display I cannot go on living like this. I am going to travel to Pinehill, hopefully there I will be able to relive the past. . Modify duration: Add 6.00 seconds and Wait
Unit - Order Geldor 0057 <gen> to Move To . (Center of Region_008 <gen>)
Sound - Play Rocky_Balboa_Soundtrack___Going_the_DistanceShortened <gen>
Wait 13.00 seconds
Sound - Stop music After fading
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Scene_5 <gen> (ignoring conditions)
Arrives at ruined Pinehill (and walks through a small part of it)
Scene 5
Events
Conditions
Actions
Sound - Use the Outland daytime ambient theme
Sound - Play Nightmare_To_RememberCREEPY <gen>
Camera - . Apply . gg_cam_Camera_5_1 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_5_2 for Player 1 (Red) over 8.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play No sound and display These gates bring back so many blissful memories, and so much pain... . Modify duration: Add 6.00 seconds and Wait
Unit - Order Geldor 0056 <gen> to Move To . (Center of Region_009 <gen>)
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_5_3 for Player 1 (Red) over 8.00 seconds
Wait 3.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_5_4 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_5_5 for Player 1 (Red) over 5.00 seconds
Wait 1.00 seconds
Sound - Play CreepWatching <gen> at 100 % volume, located at (Center of Region_011 <gen>) with Z offset 0
Wait 2 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_5_6 for Player 1 (Red) over 0 seconds
Unit - Order Geldor 0056 <gen> to Move To . (Center of Region_012 <gen>)
Camera - . Apply . gg_cam_Camera_5_7 for Player 1 (Red) over 12.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play No sound and display Why are all of these piles of rotting flesh here? Surely they must have decayed by now. . Modify duration: Add 5.00 seconds and Wait
Wait 2.50 seconds
Sound - Stop music After fading
Wait 2.50 seconds
Trigger - Run Scene_6 <gen> (ignoring conditions)
Arrives at ruined Pinehill (his death)
Scene 6
Events
Conditions
Actions
Unit - Order Geldor 0056 <gen> to Move To . (Center of Region_016 <gen>)
Camera - . Apply . gg_cam_Camera_6_1 for Player 1 (Red) over 6.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play No sound and display I do not understand why these buildings are still standing either, they should have collapsed by now... . Modify duration: Add 3.00 seconds and Wait
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_6_2 for Player 1 (Red) over 6.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_6_3 for Player 1 (Red) over 6.00 seconds
Wait 3.00 seconds
Cinematic - Fade out over 1.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.50 seconds
Camera - . Apply . gg_cam_Camera_6_4 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play No sound and display Ah, my house is still standing. However I do not wish to enter, something horrible may be contained within it. . Modify duration: Add 3.00 seconds and Wait
Wait 5.00 seconds
Sound - Play The_Last_Crusade <gen>
Unit - Make Geldor 0056 <gen> face (Center of Region_017 <gen>) over 1.00 seconds
Unit - Move Zombie 1 0060 <gen> instantly to (Center of Region_021 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 1 0060 <gen> to Attack . Geldor 0056 <gen>
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play No sound and display What is this... Aberration of nature?!? . Modify duration: Add 3.00 seconds and Wait
-------- Attacks --------
Unit - Order Zombie 2 0063 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0066 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0065 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0064 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 2 0067 <gen> to Attack . Geldor 0056 <gen>
-------- Attacks --------
Unit - Order Zombie 1 0069 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0068 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0058 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 2 0070 <gen> to Attack . Geldor 0056 <gen>
-------- Attacks --------
Unit - Order Zombie 2 0073 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0072 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 1 0071 <gen> to Attack . Geldor 0056 <gen>
Unit - Order Zombie 2 0074 <gen> to Attack . Geldor 0056 <gen>
-------- Attacks --------
Unit - Move Zombie 1 0078 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 1 0078 <gen> to Attack . Geldor 0056 <gen>
Unit - Move Zombie 1 0075 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 1 0075 <gen> to Attack . Geldor 0056 <gen>
Unit - Move Zombie 1 0076 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 1 0076 <gen> to Attack . Geldor 0056 <gen>
Unit - Move Zombie 1 0077 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 1 0077 <gen> to Attack . Geldor 0056 <gen>
Unit - Move Zombie 2 0080 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 2 0080 <gen> to Attack . Geldor 0056 <gen>
Unit - Move Zombie 2 0079 <gen> instantly to (Center of Region_020 <gen>)
Wait 0.01 seconds
Unit - Order Zombie 2 0079 <gen> to Attack . Geldor 0056 <gen>
-------- Attacks --------
Unit - Move Zombie 1 0061 <gen> instantly to (Center of Region_019 <gen>)
Sound - Play DoorSlam <gen> at 100 % volume, located at (Center of Region_019 <gen>) with Z offset 0
Unit - Move Zombie 2 0062 <gen> instantly to (Center of Region_018 <gen>)
Sound - Play CreepWatching <gen> at 100 % volume, located at (Center of Region_019 <gen>) with Z offset 0
-------- Attacks --------
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_6_5 for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from Geldor 0056 <gen> named Geldor : Play Bells <gen> and display At long last absolution has come! . Modify duration: Add 0 seconds and Wait
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_6_6 for Player 1 (Red) over 0 seconds
Sound - Play Bells <gen> at 50.00 % volume, located at (Center of Region_016 <gen>) with Z offset 0
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_6_7 for Player 1 (Red) over 0 seconds
Sound - Play Bells <gen> at 50.00 % volume, located at (Center of Region_016 <gen>) with Z offset 0
Wait 2.00 seconds
Sound - Stop music After fading
Sound - Play InhaleShortened <gen>
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Scene_7 <gen> (ignoring conditions)
Credits, Camera flying over town
Scene 7
Events
Map initialization
Conditions
Actions
Environment - Set sky to Dalaran Sky
Environment - Set fog to style Linear , z-start 1600.00 , z-end 4000.00 , density 1.00 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_99 for Player 1 (Red) over 0.00 seconds
Game - Display to (All players) for 30 seconds the text: |cff7FFF00Credits:|r
Game - Display to (All players) for 30 seconds the text: |cffFFD700Imported Models:|rGeneral_Frank, Lord_T, Tranquil, Alreadyused, Kitabatake, Emergenzy, olofmoleman, Willthealmighty, inico, Rondo, Shamanyouranus, Callahan, JetFangInferno.
Game - Display to (All players) for 30 seconds the text: |cffFFD700Special Thanks:|rBossDiga, Da_Moo_Cow, Nitrite.
Game - Display to (All players) for 30 seconds the text: |cffFFD700Thanks for Watching:|rYou!
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_98 for Player 1 (Red) over 8.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_97 for Player 1 (Red) over 9.00 seconds
Wait 4.00 seconds
Camera - . Apply . gg_cam_Camera_96 for Player 1 (Red) over 11.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Camera_95 for Player 1 (Red) over 14.00 seconds
Wait 6.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Wait 2 seconds
Game - Display to (All players) the text: Explanation: Geldor did not run away at the end because he is responsible for what happened to Pinehill. Absolution is a word associated with forgiveness, and he thinks that if he dies there then he will be forgiven.
Wait 4.00 seconds
Sound - Stop music After fading
Wait 8.00 seconds
Cinematic - Fade out over 2.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
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