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Triggers
Easy how to.w3x
Variables
Initialization
Initialization
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The cinema
Scene 1
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Animations
Rokhans 1
Blood Effects
BLOODY
Music
Music
Blades
THE HARD STUFF
Grom Pushed back
Rokhan Jumps SLOW
Rokhan Attacks
What an ironic ending anyway.
You can learn lots from this easy how to I made....
This will teach you how to make complex cinematic effects.
You will also be able to learn the basics from this, like camera movement enc. enc.
Now let's get started
Name
Type
is_array
initial_value
You should always delete the Melee Initialization before starting.
Create another initialization after deleting Melee Initializaition.
Here you put in all the things before starting a cinematic like setting a sky, turning on the cinematic mode, and playing the cinematic camera.
I'm putting in Trigger comments for you to learn and read from so look at them other-whise this Tutorial would be pointless
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Initialization
Events
Map initialization
Conditions
Actions
Animation - Change Blademaster 0001 <gen> flying height to 0.00 at 1000.00
Animation - Change Shadow Hunter 0000 <gen> flying height to 0.00 at 1000.00
Animation - Change Shadow Hunter 0004 <gen> flying height to 0.00 at 1000.00
Animation - Change Shadow Hunter 0005 <gen> flying height to 0.00 at 1000.00
Animation - Change Shadow Hunter 0003 <gen> flying height to 0.00 at 1000.00
Unit - Hide Paladin 0009 <gen>
Unit - Hide Rokhan 0006 <gen>
Unit - Hide Shade 0008 <gen>
Unit - Hide Shade 0007 <gen>
Unit - Hide Shadow Hunter 0004 <gen>
Unit - Hide Shadow Hunter 0005 <gen>
Unit - Hide Shadow Hunter 0003 <gen>
Environment - Set sky to Lordaeron Summer Sky
Cinematic - Fade out over 0.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Turn cinematic mode On for (All players)
Camera - Run camera for Player 1 (Red) through cinematic.mdl cinematic camera
Animation - Play Blademaster 0001 <gen> 's stand first animation
Wait 0.62 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Animation - Change Shadow Hunter 0000 <gen> 's animation speed to 200.00 % of its original speed
Animation - Change Blademaster 0001 <gen> 's animation speed to 0.00 % of its original speed
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Trigger - Run Scene_1 <gen> (checking conditions)
Trigger - Run Music <gen> (checking conditions)
I'm also putting in some FQA's in here
You should also probably create a fade filter in here.
Q: What's a Fade Filter ?
A: A fade filter is used to fade the screen in and out.
This lets you make the screen Black,White,Red,Green enc
Let's start to explain how to use the fade filter, go to the actions button and select Cinematic - Fade Filter.
With this you can set the amount of time it takes a screen to fade out or in. Let's take the cinematic Fade Filter I used as example.
I set the time to 0, this means the screen will have faded instantly.
Next is the Cinematic Filter Texture, click on White Mask, This should give you a list of textures to choose from.
You can play around with any of them. I used the White Mask for my fade filter.
Next is the Colours of the Texture.
You mix the colours to attain a certain colour, I used the White Mask, so this means if all my colours are equal to 0.00% that the colour
my filter would be black, and if I made all the colours 100.00% that the filter would turn out white, it is the complete opposite with the Black Mask.
And lastly the transparency, this lets you control how transparent the Filter is, if it is set to 0.00% then none of the filter will be transparent and if you set it to another number it would make the filter more or less transparent depending on how much transparent you want it.
Q: Why must I run the cinematic camera?
A: Turning on the cinematic camera will allow you to see what-ever the camera sees. If this is not activated you'll be limited to the units field of view.
Q: Why must I turn on the cinematic mode?
A: Turning this on will activate the cinematic mode, instead of the regular game interface, giving the cinematic a more cinematic effect.
Q: Why did you make Grom Hellscream play an animation in the initialization.
A: Well I could've created a seperate trigger for it, but I didn't want to create to many triggers. And playing an animation gives more life to a cinematic
Q: Why did you change the animation speed?
A: I needed to change it for the specific scene, let me explain how to change animation speed, firstly select animation speed from the action button. Then you choose which unit's animation you wish to change, you can slow it down or make it faster. You can revert a unit's animation by changing it to 100%
Q: How did you make the cinematic border black ?
A: I imported a file/texture and changed some of the game interface in the advanced menu at the top of the editor go a head and look at
which file paths I changed and which file I imported in the import manager button.
Q: Why did you set the unit's flying hight to 0 at a rate of 1000 ?
A: When wanting units who can jump around enc. enc. One must first make that unit a flying unit with a movement hight.
you change a unit's flying hight and movement type in the object editor button. The reason why I made the unit's flying hight equal to 0
is because, now the unit will be on the ground, and Why I set the rate to 10000 is to let the unit move instantly on to the ground,
Q: Why did you hide units?
A: Hiding units does exactly what it says, it hides the units, from the camera, you could also just create units at certain regions.
Q: How did you set a sky?
A: You select the Enviroment - Set Sky feature from the actions button.
Q: Why did you put in Wait?
A: Wait is one of the most needed components, in creating cinematics. Without Wait a cinematic would turn out awry, now let me explain what it does. This allows you to create a spaced time between doing actions, and scenes.
This is all for the Initialization portion of this easy how to = )
Here's where we'll put the scene/ 's for the cinematic.
This is where most of the cinematic will happen!
Unit - Make Blademaster 0001 <gen> face Shadow Hunter 0005 <gen> over 1.00 seconds
Animation - Change Blademaster 0001 <gen> 's animation speed to 100 % of its original speed
Wait 3.00 seconds
Animation - Play Blademaster 0001 <gen> 's attack slam animation
Wait 1.00 seconds
Sound - Play MetalMediumSliceFlesh1 <gen>
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shadow Hunter 0005 <gen> using Abilities\Spells\Other\ForkedLightning\ForkedLightningTarget.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shadow Hunter 0005 <gen> using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Wait 0.20 seconds
Animation - Play Blademaster 0001 <gen> 's stand victory animation
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_011 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Unit - Unhide Paladin 0009 <gen>
Animation - Play Paladin 0009 <gen> 's attack - 2 animation, using only Rare animations
Wait 1.00 seconds
Sound - Play MetalHeavySliceFlesh1 <gen>
Animation - Play Blademaster 0001 <gen> 's death animation
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Paladin 0009 <gen> named Dark_Paladin : Play BLEH <gen> and display I HATE ORCS ! . Modify duration: Add 2.00 seconds and Wait
Wait 2 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Sound - Play N01Archimonde30 <gen>
Game - Display to (All players) for 10.00 seconds the text: This Tutorial was created by Dark_Paladin! You can contact me at [email protected] Now go into the WE and start learning@
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Now let's start here, where it all really begins !
Those triggers I've turned on are the most needed triggers in making units jump around.
Rokhans 1 is the attack animation put in a continuious form, Grom Pushed back is the trigger I used to push grom back, making it possible
to play an animation while the unit is being pushed, it's exactly the same with Rokhan Attacks.
As you can see I used cameras, animations, sounds and special effects in the cinematic.
I also used the fade filter( explained in the Initializations portion )
Copy this cinematic and play around with the copied version, change some of the components in the Scene 1 trigger and see how it effects the cinematic.
This trigger has been used to play a certain animation continuiosly, untill you turn it off using the Trigger - Turn Off feature.
Rokhans 1
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
Animation - Play Shadow Hunter 0000 <gen> 's attack animation
This is a JUICY trigger, with this trigger I was able to create the tons of blood on the trolls, attaching a special effect on the unit's chest and setting a periodic event
BLOODY
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shadow Hunter 0004 <gen> using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shadow Hunter 0005 <gen> using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shadow Hunter 0003 <gen> using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Music
Events
Conditions
Actions
Sound - Play PH1 <gen>
Blades
Events
Time - Every 0.65 seconds of game time
Conditions
Actions
Sound - Play MetalMediumSliceMetal2 <gen>
These triggers are pretty hard to understand at first but as soon as you've mastered them you should be able to do them with-out any troubles.
Grom Pushed back
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit - Move Blademaster 0001 <gen> instantly to ((Position of Blademaster 0001 <gen>) offset by 6.00 towards 180.00 degrees.)
Rokhan Jumps SLOW
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit - Move Shadow Hunter 0000 <gen> instantly to ((Position of Shadow Hunter 0000 <gen>) offset by 4.00 towards 180.00 degrees.)
Rokhan Attacks
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit - Move Shadow Hunter 0000 <gen> instantly to ((Position of Shadow Hunter 0000 <gen>) offset by 6.00 towards 180.00 degrees.)
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