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Trigger Viewer

Cloud Castle.w3x
Variables
Initialization
Initialization
---------------------------
RACGenerator
Thunder
---------------------------
CinCamSwitch
CamRotationLoop
CamAlgorithm
CinBSet
---------------------------
Time
---------------------------
Portal1
Porta2
---------------------------
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
B_CinematicCam boolean No
B_CinStats boolean No
DES_Thunder destructable No
I_CinematicView integer No
R_AoADef real No 304.00
R_CamAoAParam real No
R_CamDisParam real No
R_CamHParam real No
R_CamRollDef real No 0.00
R_RollParam real No
REG_Thunder rect Yes
SND_Thunder sound Yes
WE_Clouds weathereffect No
WE_Rays weathereffect No
Game initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Melee Game - Use melee time of day (for all players)
    Environment - Set sky to Generic Sky
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Camera - Pan camera for Player 1 (Red) to (Center of Region_000 <gen>) over 0 seconds
    Camera - Sway the camera target for Player 1 (Red) with magnitude 9.00 and velocity 0.01
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
      Then - Actions
        Set VariableSet REG_Thunder[1] = Region_001 <gen>
        Set VariableSet REG_Thunder[2] = Region_002 <gen>
        Set VariableSet REG_Thunder[3] = Region_003 <gen>
        Set VariableSet REG_Thunder[4] = Region_004 <gen>
        Set VariableSet REG_Thunder[5] = Region_005 <gen>
        Set VariableSet REG_Thunder[6] = Region_006 <gen>
        Set VariableSet REG_Thunder[7] = Region_007 <gen>
        Set VariableSet REG_Thunder[8] = Region_008 <gen>
        Set VariableSet REG_Thunder[9] = Region_009 <gen>
        Set VariableSet REG_Thunder[10] = Region_010 <gen>
        Set VariableSet REG_Thunder[11] = Region_011 <gen>
        Set VariableSet REG_Thunder[12] = Region_012 <gen>
        Set VariableSet REG_Thunder[13] = Region_013 <gen>
        Set VariableSet REG_Thunder[14] = Region_014 <gen>
        Set VariableSet REG_Thunder[15] = Region_015 <gen>
        Set VariableSet REG_Thunder[16] = Region_016 <gen>
        Set VariableSet REG_Thunder[17] = Region_017 <gen>
        Set VariableSet REG_Thunder[18] = Region_018 <gen>
      Else - Actions
    Set VariableSet SND_Thunder[1] = LightningBolt101 <gen>
    Set VariableSet SND_Thunder[2] = LightningBolt102 <gen>
    Set VariableSet SND_Thunder[3] = LightningBolt103 <gen>
    Game - Display to (All players) for 15.00 seconds the text: Pick a random poin on the map, press escape and ejnoy the view.
RACGenerator
  Events
    Time - Every (Random real number between 10.00 and 20.00) seconds of game time
  Conditions
  Actions
    Environment - Create at (Region centered at ((Random point in Region_000 <gen>) offset by (Random real number between 1.00 and 1500.00) towards (Random real number between 1.00 and 360.00) degrees.) with size ((Random real number between 1000.00 and 2000.00), (Random real number between 1000.00 and 2000.00))) the weather effect Outland Wind (Light)
    Set VariableSet WE_Clouds = (Last created weather effect)
    Environment - Turn WE_Clouds On
    -------- --------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((In-game time of day) Greater than or equal to 6.00) and ((In-game time of day) Less than or equal to 17.30)
      Then - Actions
        Environment - Create at (Region centered at ((Random point in Region_000 <gen>) offset by (Random real number between 1.00 and 1500.00) towards (Random real number between 1.00 and 360.00) degrees.) with size ((Random real number between 1000.00 and 2000.00), (Random real number between 1000.00 and 2000.00))) the weather effect Rays Of Light
        Set VariableSet WE_Rays = (Last created weather effect)
        Environment - Turn WE_Rays On
      Else - Actions
    Wait 8.00 seconds
    Environment - Turn WE_Clouds Off
    Environment - Turn WE_Rays Off
Thunder
  Events
    Time - Every (Random real number between 10.00 and 30.00) seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((In-game time of day) Greater than or equal to 0.01) and ((In-game time of day) Less than or equal to 5.30)
      Then - Actions
        Destructible - Create a B000 (destructablecode) at (Random point in REG_Thunder[(Random integer number between 1 and 18)]) facing (Random angle) with scale (Random real number between 3.00 and 6.00) and variation 0
        Set VariableSet DES_Thunder = (Last created destructible)
        Sound - Play SND_Thunder[(Random integer number between 1 and 3)]
        Destructible - Kill DES_Thunder
        Wait 2.00 seconds
        Destructible - Remove DES_Thunder
      Else - Actions
CinCamSwitch
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Set VariableSet I_CinematicView = (I_CinematicView + 1)
    Camera - .Apply. gg_cam_Camera_012 for Player 1 (Red) over 0 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_CinematicView Greater than 1
      Then - Actions
        Set VariableSet I_CinematicView = 0
      Else - Actions
    -------- --------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_CinematicView Equal to 1
      Then - Actions
        Set VariableSet B_CinematicCam = True
        Camera - Set Player 1 (Red)'s camera Angle of attack to 304.00 over 1.00 seconds
        Camera - Set Player 1 (Red)'s camera Roll to 0.00 over 1.00 seconds
        Cinematic - Disable user control for (All players).
        Set VariableSet R_CamDisParam = 50.00
        Set VariableSet R_CamAoAParam = 1.00
        Set VariableSet R_RollParam = 1.00
        Set VariableSet R_CamRollDef = 0.00
        Set VariableSet R_AoADef = 304.00
        Trigger - Run CamRotationLoop <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        I_CinematicView Equal to 0
      Then - Actions
        Set VariableSet B_CinematicCam = False
        Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
        Cinematic - Enable user control for (All players).
        Camera - Sway the camera target for Player 1 (Red) with magnitude 9.00 and velocity 0.01
      Else - Actions
    -------- --------- --------
CamRotationLoop
  Events
  Conditions
    B_CinematicCam Equal to True
  Actions
    Camera - Rotate camera 360.00 degrees around (Center of Region_000 <gen>) for Player 1 (Red) over 60.00 seconds
    Wait 59.90 seconds
    Trigger - Run (This trigger) (checking conditions)
CamAlgorithm
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    B_CinematicCam Equal to True
  Actions
    Camera - Set Player 1 (Red)'s camera Far Z to 10000.00 over 0.00 seconds
    Camera - Set Player 1 (Red)'s camera Field of view to 80.00 over 0.00 seconds
    -------- Roll --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer(R_CamRollDef)) Equal to 35
      Then - Actions
        Set VariableSet R_RollParam = -1.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer(R_CamRollDef)) Equal to -35
      Then - Actions
        Set VariableSet R_RollParam = 1.00
      Else - Actions
    Camera - Set Player 1 (Red)'s camera Roll to (R_CamRollDef + R_RollParam) over 2.00 seconds
    Set VariableSet R_CamRollDef = (R_CamRollDef + R_RollParam)
    -------- Hight --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Height Offset of (Current camera)))) Less than or equal to 10
      Then - Actions
        Set VariableSet R_CamHParam = 5.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Height Offset of (Current camera)))) Greater than or equal to 200
      Then - Actions
        Set VariableSet R_CamHParam = -5.00
      Else - Actions
    Camera - Set Player 1 (Red)'s camera Height Offset to ((Height Offset of the current camera view) + R_CamHParam) over 2.00 seconds
    -------- Distance --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Distance to target of (Current camera)))) Less than or equal to 2000
      Then - Actions
        Set VariableSet R_CamDisParam = 50.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Distance to target of (Current camera)))) Greater than or equal to 5500
      Then - Actions
        Set VariableSet R_CamDisParam = -50.00
      Else - Actions
    Camera - Set Player 1 (Red)'s camera Distance to target to ((Distance to target of the current camera view) + R_CamDisParam) over 2.00 seconds
    -------- AoA --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Angle of attack of (Current camera)))) Less than or equal to 315
      Then - Actions
        Set VariableSet R_CamAoAParam = 1.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Integer((Angle of attack of (Current camera)))) Greater than or equal to 350
      Then - Actions
        Set VariableSet R_CamAoAParam = -1.00
      Else - Actions
    Camera - Set Player 1 (Red)'s camera Angle of attack to (R_AoADef + R_CamAoAParam) over 2.00 seconds
    Set VariableSet R_AoADef = (R_AoADef + R_CamAoAParam)
    -------- ------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        B_CinStats Equal to True
      Then - Actions
        Cinematic - Clear the screen of text messages for (All players).
        Game - Display to (All players) the text: (Distance: + (String((Distance to target of the current camera view))))
        Game - Display to (All players) the text: (Hight: + (String((Height Offset of the current camera view))))
        Game - Display to (All players) the text: (AoA: + (String(R_AoADef)))
        Game - Display to (All players) the text: (Roll: + (String(R_CamRollDef)))
      Else - Actions
CinBSet
  Events
    Player - Player 1 (Red) types a chat message containing -cstatson (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -cstatsoff (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -cstatson
      Then - Actions
        Set VariableSet B_CinStats = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -cstatsoff
      Then - Actions
        Set VariableSet B_CinStats = False
      Else - Actions
Time
  Events
    Player - Player 1 (Red) types a chat message containing -time (stringnoformat) as A substring
  Conditions
  Actions
    Game - Set the time of day to (Real((Entered chat string)))
    Sound - Play SND_Thunder[(Random integer number between 1 and 3)]
Portal1
  Events
    Unit - A unit enters PortalA1 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of PA1Exit <gen>), facing (Facing of (Entering unit)) degrees
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Porta2
  Events
    Unit - A unit enters PortalA2 <gen>
  Conditions
  Actions
    Unit - Move (Entering unit) instantly to (Center of PA2Exit <gen>), facing (Facing of (Entering unit)) degrees
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl