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Triggers
Cinematic Tutorial- By Craka_J.w3x
Variables
Created by Craka_J
Comments?
Initialization/Setup
Cinematic Initialization
Cinematic Cameras
Cinematic Scene1
Cinematic Scene2
Cinematic Scene3
Cinematic Scene4
Cinematic Scene5
Extra Background Stuff
These are extra stuff that happen in the background while the cinematic runs
The Villagers
The Villagers Removed
Thunder
Exit Cinematic
This trigger enables the viewer to exit the cinematic
Exit Game
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
If you have a comment about this cinematic, then please either post it where the map is submitted, PM me, or email me.
I'm active on mostly on http://www.hiveworkshop.com and http://www.wc3campaigns.net
-Craka_J
Here is the trigger that makes the cinematic setup and ready for the first scenes of the cinematic to begin. The Map initialization Event is the first thing the game looks at when the map starts up and keeps the actions below running until a special trigger action orders to turn this trigger off.
Cinematic Initialization
Events
Map initialization
Conditions
Actions
-------- These two actions make the cinematic work properly --------
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
-------- These two actions make the entire map visible --------
Visibility - Disable fog of war
Visibility - Disable black mask
-------- These two actions help make the cinematic's atmosphere look alot better --------
Environment - Set sky to Fogged Sky
Environment - Create at (Entire map) the weather effect Lordaeron Rain (Heavy)
Environment - Set fog to style Linear , z-start 1000 , z-end 3000.00 , density 1.00 and color ( 80.00 %, 99.00 %, 50.00 %)
The first cinematic scene. Multiple things will happen in this scene, because I want it too.
Cinematic Scene1
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
-------- These three triggers set up the first cameras that will be used --------
-------- The Cinematic action makes the screen fade out in black instantly. --------
Sound - Play TempMusicBEGINNING <gen>
Animation - Lock Blood Mage 0000 <gen> 's Head to face Gryphon Rider 0004 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Apply a filter over 0.00 seconds using No blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 0.00 % transparency and ending with color ( 0 %, 0 %, 0 %) and 0 % transparency
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - Lock camera orientation for Player 1 (Red) to Blood Mage 0000 <gen> , offset by ( 0 , 0 )
Wait 2 seconds
-------- I apply another filter after 2 seconds; this time, making the screen fade in. --------
-------- With the two cameras being used in the previous actions before the screen fades in, as it fades back in now, it shows the cameras still where I placed them. --------
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
-------- After waiting another 2 seconds while the screen fades in, I add an action, ordering the Blood Mage to a region I made. --------
Unit - Order Blood Mage 0000 <gen> to Move To . (Center of First_Move_Region <gen>)
-------- Now that the Blood Mage has been ordered to a specific region, it is time to move on to trigger "Cinematic Scene2" --------
The second scene of the cinematic. This scene is triggered when the Blood Mage enters the region "First Move". Regions are made by pressing the hotkey "R" and then simply placing one on the terrain. You can drag the corners of the region to make it bigger/smaller.
Cinematic Scene2
Events
Unit - A unit enters First_Move_Region <gen>
Conditions
(Entering unit) Equal to Blood Mage 0000 <gen>
Actions
-------- The Condition makes sure that the this trigger begins ONLY when the specific already made Blood Mage enters the region, and not a footman or some other Blood Mage able to walk in and enable it. --------
Wait 2 seconds
-------- Yet another trigger that makes the Blood Mage run to Region. --------
Unit - Order Blood Mage 0000 <gen> to Move To . (Center of Second_Move_Region <gen>)
-------- Proceed to "Cinematic Scene3" --------
This is the third scene of the cinematic. It is triggered by the Blood Mage entering the second region "Second Move Region".
Cinematic Scene3
Events
Unit - A unit enters Second_Move_Region <gen>
Conditions
(Entering unit) Equal to Blood Mage 0000 <gen>
Actions
-------- The Condition makes sure that the this trigger begins ONLY when the specific already made Blood Mage enters the region, and not a footman or some other Blood Mage able to walk in and enable it. --------
Wait 2 seconds
-------- These actions apply the next camera --------
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Wait 2 seconds
-------- These two actions stop the first song in a fading manner. If you stop it instantly, it stops instantly. --------
-------- The second action starts the second song to be played --------
Sound - Stop TempMusicBEGINNING <gen> After fading
Sound - Play TempMusicSECOND <gen>
Wait 1.00 seconds
-------- When making a cinematic transmition from a unit, it is wise to select "Don't Wait"; Selecting "Wait" delays the transmition for an extra 5 seconds. --------
-------- Always add your own duration to a Cinematic Transmition! --------
Cinematic - Send transmission to (All players) from Blood Mage 0000 <gen> named Blood Mage : Play BloodElfMageSenseMonster <gen> and display Evil... is near. . Modify duration: Add 2.00 seconds and Don't wait
Wait 10.00 seconds
-------- This action creates a new unit, I made him allied to the Blood Mage so he doesn't instantly run and attack the Blood Mage --------
Unit - Create 1 . Blademaster for Player 1 (Red) at (Center of Spawn_Hostile_Monster <gen>) facing 144.21 degrees
Animation - Lock Blood Mage 0000 <gen> 's Head to face (Last created unit) , offset by ( 0 , 0 , 90 )
Sound - Play HeroBladeMasterSummoned <gen>
-------- This action plays the unit's "Stand Ready" animation. Never use capital letters when naming animation you wish to play of unit --------
Animation - Play (Last created unit) 's stand ready animation
Wait 1.00 seconds
-------- This action makes the Peasant turn to face the Blademaster as fast/slow as I want. --------
Unit - Make Peasant 0001 <gen> face (Last created unit) over 0.50 seconds
Wait 0.40 seconds
-------- I set this action to happen exactly 1.40 seconds after the Blademaster's Stand Ready animation started so I could properly reset the unit's animations. --------
-------- If you do not reset a unit's animation, it will continue to do the same animation over and over until reset. If the unit is ordered something such as to move or attack, the unit's animations will freeze until reset by triggers. --------
Animation - Reset (Last created unit) 's animation
-------- Playing sound of Peasant screaming for his life --------
Sound - Play PeasantRunsAway <gen>
-------- As sound of Peasant screaming plays, I have ordered the Peasant to flee; while the Blademaster chases the Peasant to attack him --------
Unit - Order Peasant 0001 <gen> to Move To . (Center of Peasants_Flee_Destination_Region <gen>)
Unit - Order Pack Horse 0002 <gen> to Move To . (Center of Horsie_Runs_Away_Region <gen>)
Unit - Order (Last created unit) to Attack . Peasant 0001 <gen>
-------- Next trigger will be activated when Peasant is attacked --------
-------- Proceed to "Cinematic Scene4" --------
This is the fourth scene of the cinematic. It is triggered by the Peasant being attacked by the Blademaster. This is pretty much the main action scene. It's not much, but it's a start on showing how you can make a combat scene; both magical, melee, and ranged.
Cinematic Scene4
Events
Unit - Peasant 0001 <gen> Is attacked
Conditions
(Attacking unit) Equal to (Last created unit)
Actions
-------- The Condition makes sure that the this trigger begins ONLY when the Last Created Unit attacks (in this case, the Blademaster) the Peasant. It enables this trigger to make sure no other units enable the trigger --------
Wait 1.50 seconds
-------- This action kills the Peasant instantly, no matter how full his HP is or even if he is invulnerable --------
Unit - Kill Peasant 0001 <gen>
-------- This actions apply the next camera to the Blademaster --------
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Unit - Make (Last created unit) face Blood Mage 0000 <gen> over 0.50 seconds
Wait 1.00 seconds
-------- These actions apply the next camera to the Blademaster chasing the Peasant and plays next song --------
Camera - . Apply . gg_cam_Camera_004 for Player 1 (Red) over 0 seconds
Sound - Stop TempMusicSECOND <gen> Immediately
Sound - Play TempMusicTHIRD <gen>
Wait 3.00 seconds
-------- This action applys two cameras that show off the Blood Mage a bit --------
Camera - . Apply . gg_cam_Camera_005 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 1 (Red) over 6.00 seconds
-------- This action plays the Blood Mage's Stand 1 animation. His lauging animation --------
Animation - Play Blood Mage 0000 <gen> 's stand 1 animation
Wait 3.00 seconds
-------- Fades the camera out over 2 seconds, remember that the higher seconds you add, the slower it fades --------
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
-------- This action applys two cameras that show off the Orc Blademaster a bit --------
Camera - . Apply . gg_cam_Camera_007 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_008 for Player 1 (Red) over 8.00 seconds
-------- This action plays the Blademaster's Stand Victory animation, his cheering animation --------
Animation - Play (Last created unit) 's victory animation
Wait 4.00 seconds
-------- This action fades the screen out into blackness again over 2 seconds --------
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Animation - Reset (Last created unit) 's animation
-------- This Apply Camera 009 action shows the Blademaster turn around --------
Camera - . Apply . gg_cam_Camera_009 for Player 1 (Red) over 0.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
-------- This action starts the next song --------
Sound - Stop TempMusicTHIRD <gen> After fading
Sound - Play TempMusicFOURTH <gen>
-------- This action makes the Blademaster run to the current region that the Blood Mage is in --------
Unit - Order (Last created unit) to Move To . (Center of Second_Move_Region <gen>)
Wait 1.00 seconds
-------- Moving a unit instantly actually moves the unit instantly. It is not required to set a specific facing angle --------
Unit - Move Blood Mage 0000 <gen> instantly to (Center of Blood_Mage_POOF1 <gen>) , facing (Position of (Last created unit))
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Blood Mage 0000 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Wait 0.10 seconds
Special Effect - Destroy (Last created special effect)
Unit - Order (Last created unit) to Move To . (Center of Blood_Mage_POOF1 <gen>)
Wait 0.30 seconds
Unit - Move Blood Mage 0000 <gen> instantly to (Center of Blood_Mage_POOF2 <gen>) , facing (Position of (Last created unit))
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Blood Mage 0000 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Wait 0.10 seconds
Special Effect - Destroy (Last created special effect)
Unit - Order (Last created unit) to Move To . (Center of Blood_Mage_POOF2 <gen>)
Wait 0.30 seconds
Unit - Move Blood Mage 0000 <gen> instantly to (Center of Blood_Mage_POOF3 <gen>) , facing (Position of (Last created unit))
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Blood Mage 0000 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Wait 0.10 seconds
Special Effect - Destroy (Last created special effect)
Unit - Make Blood Mage 0000 <gen> face (Last created unit) over 0.50 seconds
Unit - Make (Last created unit) face Blood Mage 0000 <gen> over 0.50 seconds
Camera - . Apply . gg_cam_Camera_011_replacing_Camera11 for Player 1 (Red) over 0 seconds
Wait 0.10 seconds
-------- The Blood Mage begins to play channel animation --------
Animation - Play Blood Mage 0000 <gen> 's channel animation
Sound - Play BloodMageCasting <gen>
Wait 4.00 seconds
-------- The Blood Mage plays his Spell animation, making it seem like he's actually casting something --------
Animation - Play Blood Mage 0000 <gen> 's spell animation
Camera - . Apply . gg_cam_Camera_017 for Player 1 (Red) over 0 seconds
-------- This part makes it look like the spell was casted and effective --------
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Animation - Play (Last created unit) 's death animation
Wait 0.30 seconds
Animation - Reset (Last created unit) 's animation
Wait 0.30 seconds
-------- These actions are where the Blademaster gets pissed and his heads are set on fire --------
Special Effect - Destroy (Last created special effect)
Sound - Play BloodlustTarget <gen>
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of (Last created unit) using Environment\NightElfBuildingFire\ElfSmallBuildingFire2.mdl
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Last created unit) using Environment\NightElfBuildingFire\ElfSmallBuildingFire2.mdl
Wait 1.00 seconds
-------- This action makes the Blood Mage finally fight back. --------
-------- Units actually deal damage even during cinematics, so there is a possibility of them dying while in combat if you did not specify their health to be high --------
Unit - Order (Last created unit) to Attack . Blood Mage 0000 <gen>
Camera - . Apply . gg_cam_Camera_014 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
-------- This action does not kill the unit. Just plays the death animation --------
-------- I made this animation play so it looks like he is hurt --------
Animation - Play Blood Mage 0000 <gen> 's death animation
Animation - Play Blood Mage 0000 <gen> 's spell animation
Wait 0.50 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Blood Mage 0000 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Blood Mage 0000 <gen> instantly to (Center of Spawn_Hostile_Monster <gen>) , facing (Position of (Last created unit))
Unit - Order (Last created unit) to Stop .
Wait 0.60 seconds
Camera - . Apply . gg_cam_Camera_015 for Player 1 (Red) over 0 seconds
Special Effect - Destroy (Last created special effect)
Unit - Order Blood Mage 0000 <gen> to Attack . (Last created unit)
Wait 0.10 seconds
Unit - Order (Last created unit) to Attack . Blood Mage 0000 <gen>
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_DWARVES1 for Player 1 (Red) over 0 seconds
Animation - Play Mortar Team 0008 <gen> 's stand 2 animation
Wait 1.20 seconds
-------- This part makes it look like the Dwarf is looking through his telescope and you're seeing what he sees --------
Camera - . Apply . gg_cam_Camera_019_SCOPE for Player 1 (Red) over 0 seconds
Cinematic - Apply a filter over 0.00 seconds using No blending on texture Scope , starting with color ( 100 %, 100 %, 100 %) and 0.00 % transparency and ending with color ( 100.00 %, 100.00 %, 100.00 %) and 0 % transparency
Animation - Reset Mortar Team 0008 <gen> 's animation
Wait 1.00 seconds
Camera - . Apply . gg_cam_Camera_020_SCOPE for Player 1 (Red) over 1.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_DWARVES1 for Player 1 (Red) over 0 seconds
Animation - Play Mortar Team 0008 <gen> 's ready animation
Cinematic - Send transmission to (All players) from Mortar Team 0008 <gen> named Mortar Team : Play MortarTeamYesAttack4 <gen> and display Hey, you! Catch! . Modify duration: Add 1.90 seconds and Don't wait
Wait 1.90 seconds
Camera - . Apply . gg_cam_Camera_020 for Player 1 (Red) over 0 seconds
Unit - Order Mortar Team 0008 <gen> to Attack . Blood Mage 0000 <gen>
Wait 2.00 seconds
This is the fifth scene of the cinematic. It is triggered by the Blood Mage being attacked by the Mortar Team. This is the final ending scene. It's not much, but it's a start on how to end a cinematic. Some people don't know how to end their cinematic, at the end of this trigger shows how.
Cinematic Scene5
Events
Unit - Blood Mage 0000 <gen> Is attacked
Conditions
(Attacking unit) Equal to Mortar Team 0008 <gen>
Actions
-------- The Condition makes sure that the this trigger begins ONLY when the Mortar Team attacks the Blood Mage. It enables this trigger to make sure no other units enable the trigger --------
-------- When a unit explodes, they are considered dead, not removed, meaning if exploded unit is a hero, you can revive him/her --------
Unit - Explode Blood Mage 0000 <gen> .
Unit - Explode (Last created unit) .
Special Effect - Create a special effect at (Center of Spawn_Hostile_Monster <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Order Mortar Team 0008 <gen> to Stop .
Wait 1.00 seconds
-------- Plays the final song, even though there's about 10 seconds left of the cinematic lol --------
Sound - Stop TempMusicFOURTH <gen> After fading
Sound - Play MusicVICTORYOFBATTLE <gen>
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Mortar Team 0008 <gen> named Mortar Team : Play MortarTeamYesAttack3 <gen> and display They're dead. . Modify duration: Add 0.59 seconds and Don't wait
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Mortar Team 0008 <gen> named Mortar Team : Play MortarTeamYesAttack1 <gen> and display This battle is over... . Modify duration: Add 1.42 seconds and Don't wait
-------- This action turns off the trigger named "Thunder" which can be found in the Extra Background Stuff category folder --------
-------- The Thunder trigger makes the screen flash over 0.10 seconds and plays thunder sound. --------
-------- I shut it off at this point so it doesn't interfere with anything in the future --------
Trigger - Turn off Thunder <gen>
Wait 2.00 seconds
Cinematic - Fade out over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 7.00 seconds
Game - Display to (All players) the text: This cinematic was created by Craka_J in just one day.
Wait 3.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Game - Display to (All players) the text: Thank you for watching and downloading this cinematic from www.hiveworkshop.com+Rep me if you liked this cinematic tutorial and/or found it to be useful.
Wait 3.00 seconds
-------- This is how you're supposed to end your cinematic --------
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 0.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
-------- Well I hope this map helped you learn how to make cinematics! --------
-------- This cinematic was not meant to be good btw, it's just a referance of how to do some basic stuff --------
-------- This was created by "Craka_J" --------
This trigger orders a group of villagers to run to the center of a village. This is just to add to the scenery a tiny bit, making it look like they're running to get inside and away from the rain. The villagers will not be used later on during this cinematic, so I added another trigger to remove them once they enter the village's NPC Moves Region.
The Villagers
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
-------- Orders these three units to move to the center of the village the second the game starts --------
Unit - Order Emissary 0005 <gen> to Move To . (Center of NPC_Moves <gen>)
Unit - Order High Elf 0007 <gen> to Move To . (Center of NPC_Moves <gen>)
Unit - Order High Elf 0006 <gen> to Move To . (Center of NPC_Moves <gen>)
This makes sure that once the villagers enter this region, they are removed from the game. I added this trigger because it makes the chance of lagging less likely and it helps clean up the map and of course because I won't be using them later.
The Villagers Removed
Events
Unit - A unit enters NPC_Moves <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Passive
Actions
Unit - Remove (Entering unit) from the game
Every 16 seconds, the screen will flash for 0.10 seconds and two seconds after that, you hear thunder. If you think you hear thunder instantly when you see it, you're wrong...
Thunder
Events
Time - Every 16.00 seconds of game time
Conditions
Actions
Cinematic - Fade out and back in over 0.10 seconds using texture White Mask and color ( 50.00 %, 75.00 %, 95.00 %) with 0 % transparency
Wait 2 seconds
Sound - Play RollingThunder1 <gen>
Always include this simple trigger in your cinematic!
Exit Game
Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Conditions
Actions
Game - Display to (All players) the text: You Are Now Leaving Cinematic...
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 0.00 seconds
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