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Trigger Viewer

Darkness Within.w3x
Variables
SCRIPT
Storyline
Input effects and sounds
Animation numbers
Cinematic Guidelines
Animations
Charachters
Credits
Custom Scripts
Model paths
To do list
Initialization
Cinematic Setup
Alternate Setup
Variable Setup
Main
test
Scene01
Intro
01
01Spirit movement
Scene02
02 pt1
02 Slow Fortellers
02 Globeanimation
02 pt2
Scene03
03
03Black spirits
03BS Create Spirits
03BS Move spirits
03BS Create SFX
Moving Spirits
03Spirits Create
03Spirits Move
Scene04
04 pt1
04Fadecounter
04Camerapans
04Abomination Freeze
04Spirits Create
04Spirits Move
04Spirit Enters FandD
04 pt2
04Ghouls Getting Masacred
Scene05
05pt1
05Attack animation
05Keeper1Death
05Morph
05pt2
05Morphin
05SFX on keeper
05Stand3 kill
05Cameraslowing
Scene06
06pt1
06CreateDarkSphere
06Phoenix
06Phoenix death
06Move FearandDeath
06FearandDeath Attack
06Chief Animation
06pt2
06pt3
06ShootBlackSpirits
06pt4
06Chiefkillanimation
06Chiefkillanimation Copy
Scene07
07
07CameraPans
07CreateCopies
07Mover
07Switch
07kill
07stop
07ContinueFD
07DeathSoldier
Excuteable
Systems
Camera System
Cameratimer
Pan Slow Camera
Pan Fasten Camera
Flying
SYS Linear Fly
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
_The_Keeper unit Yes
Camera_counter integer No
Camera_MaxNewPans integer No
CameraInfluencer camerasetup No
CameraPanTime real No
CameraPanTime_decreaser real No
Cameratimer timer No
FearandDeath_flying unit No
FearandDeath_ground unit No
IntroText string No
Listener unit No
Narrator unit No
Scene01_Spirit unit Yes
Scene01_Spirit_anglecounter integer No
Scene01_Spirit_anglemove real No
Scene01_Spirit_distancemove real No
Scene02_animationtimer timer No
Scene02_destroySFX unit No
Scene02_Femalewisps unit Yes
Scene02_fortellers unit Yes
Scene02_Globe unit No
Scene02_Globe_counter integer No
Scene02_Globe_height real No
Scene02_Globe_increaser real No
Scene02_Globe_size real No
Scene02_Globe_transparency real No
Scene02_PT2 timer No
Scene03__BS_Distance real Yes
Scene03__BS_Distance_init real Yes
Scene03__BS_Distance_init_mod real No
Scene03__BS_Distance_mod real No
Scene03__BS_Distance_Total real Yes
Scene03__BS_height real Yes
Scene03__BS_height_mod real Yes
Scene03__BS_height_total real Yes
Scene03_BS unit Yes
Scene03_BS_Angle real Yes
Scene03_BS_Angle_direction integer Yes
Scene03_BS_count integer No
Scene03_BS_SFX effect Yes
Scene03_BS_SFX_Count integer No
Scene03_BS_Startingangle integer No
Scene03_Lightning unit Yes
Scene03_Spirits_Angle real Yes
Scene03_Spirits_Anglecounter real Yes
Scene03_Spirits_CreateCount integer No
Scene03_Spirits_CreateTimer integer No
Scene03_Spirits_Currentheight real Yes 1.00
Scene03_Spirits_Distance real Yes
Scene03_Spirits_DistanceInc real Yes
Scene03_Spirits_heighdec real No
Scene03_Spirits_heightinc real Yes
Scene03_Spirits_Unit unit Yes
Scene03_Spirits_Unitcount integer No
Scene03_Spirits_Unitspawnpoint integer No
Scene04_Abomination unit No
Scene04_Abomination_Freeze timer No
Scene04_CameraCount integer No
Scene04_Camerapan camerasetup Yes
Scene04_CamerapanTimer timer No
Scene04_Fadetimer timer No
Scene04_FandD_coloring real No
Scene04_FandD_trans real No
Scene04_NextPanTime real Yes
Scene04_SelectRegion integer No
Scene04_ShadowFiend unit Yes
Scene04_Spirit unit Yes
Scene04_Spirit_count integer No
Scene04_Spirit_SFX effect Yes
Scene04_Spirit_SFX_count integer No
Scene04_Spirit_SFX_counter integer No
Scene05_animationcounter integer No
Scene05_animationtimer timer No
Scene06_AnimationCounter integer No
Scene06_BlackSpirits unit Yes
Scene06_BlackSpirits_angINC real No
Scene06_BlackSpirits_Count integer No
Scene06_BlackSpirits_Counter integer No
Scene06_BlackSpirits_disDEC real No
Scene06_BlackSpirits_heightINC real No
Scene06_BS unit Yes
Scene06_BS_circularmove boolean Yes
Scene06_BS_count integer No
Scene06_BS_counter integer No
Scene06_BS_distance real Yes
Scene06_BS_distanceDEC real Yes
Scene06_BS_distanceINC real No
Scene06_BS_height real Yes
Scene06_BS_height_dec real No
Scene06_BS_Killcount integer No
Scene06_BS_SFX effect Yes
Scene06_BS_SFX_count integer No
Scene06_BS_SFX_counter integer No
Scene06_BS_start boolean Yes
Scene06_BS_start_angle real Yes 0.00
Scene06_BS_trans real Yes
Scene06_ChiefTimer timer Yes
Scene06_FD_Distance real No
Scene06_FD_Distance_Inc real No
Scene06_Phoenix unit No
Scene06_Phoenix_heightdec real No
Scene06_Phoenix_SFX unit Yes
Scene06_Phoenix_SFX_Count integer No
Scene06_Phoenix_size real No
Scene06_TheChief_SFX effect Yes
Scene06_TheChief_SFX_Count integer No
Scene06_timer timer No
Scene06start timer No
Scene07_DummyFD unit Yes
Scene07_DummyFD_Count integer No
Scene07_DummyFD_trans real Yes
Scene07_FD_angle real No
Scene07_FD_attack boolean No
Scene07_FD_distance real No
Scene07_FD_dummy_angle real Yes
Scene07_FD_stopmovement boolean No
Scene07_Pancount integer No
Scene07_PanTimer timer No
Scene07_Shadowblade unit No
Scene07_Shadowblade_trans real No
Scene07_Soldier_Angle real Yes
Scene07_Soldier_Distance real No
Scene07_Soldier_heightDEC real Yes
Scene07_Soldier_heightINC real Yes
Scene07_Soldier_number integer No
Scene07_Soldiers unit Yes
Scene07_Timer timer Yes
SYS_LinearFly_Angle real No
SYS_LinearFly_Distance real No
SYS_LinearFly_Duration real No
SYS_LinearFly_Height real No
SYS_LinearFly_Height_decreaser real No
SYS_LinearFly_Timer real No
SYS_LinearFly_Unit unit No
SYS_SFX effect Yes
SYS_SFX_Count integer No
T_group1 group No
T_point1 location No
T_point2 location No
T_point3 location No
The_Chief unit No
TheWise unit No
time integer No
TreesinTown unit Yes
**DARKNESS WITHIN**


Let me tell you about, the Darkness Within.

A dark and robust windy day
A day in which Foretellers, foretold Dorhalhs downfall.

"Dorhalh situated in the The woods of Aturo" had been outcasted from the rest of the human world cause of their abnormality in strength and spell usage.
Nonetheless They had been breathing prosper now for over decades.

Though nature neither man looked disturbed, something was coming.
From the deepest of fears it had been creating its form.
From men and woman who had horrifying dreams, it had formed itself into a visual creature.

Hidden by a natural skin, it symbolized Fear and Death.

Unnoticed, it began its war path by oozing out A destructive force.
This force was beyond ones imagination, thereby it killed and left none more than dispear.
The Callousness killing dispersed marks of blood on the keepers, The wise and the Chief.

Noticed by the warriors of the Dorhalh, it began unleashing tads of its power.
Without a scratch, it continued, leaving the warriors nothing more than the time that gravity spent on their bodies.

As the night struck into it's darkest hour, people were saved by the seal of teleport that was casted by those whom possesed the art of magic.
Those brave magicians nobly tried to stop it, but their efforts were in vain.

Until...

The Silence broke the event.....and footsteps made sound.

Footsteps of one without fear.

Surprised, Fear and Death stood...while the fearless walked.

The only time left was the four words that fear and death spoke: Thou shalt be killed.

After these events, words got inferior to explanation, and only one proclaimed winner.


=== SoundTrack - One eye open===
Let me tell you about, the Darkness Within.

A dark and robust windy day
A day in which Foretellers, foretold Dorhalhs downfall.

"Dorhalh situated in the The woods of Aturo" had been outcasted from the rest of the human world cause of their abnormality in strength and spell usage.
Nonetheless They had been breathing prosper now for over decades

=== SoundTrack - SubZero===

Though nature neither man looked disturbed, something was coming.
From the deepest of fears it had been creating its form.
From men and woman who had horrifying dreams, it had formed itself into a visual creature.

=== SoundTrack - Sharpened Arrow===

Hidden by a natural skin, it symbolized Fear and Death.

Unnoticed, it began its war path by oozing out A destructive force.
This force was beyond ones imagination, thereby it killed and left none more than dispear.
The Callousness killing dispersed marks of blood on the keepers, The wise and the Chief.

=== SoundTrack - Sharpened Arrow===

Noticed by the warriors of the Dorhalh, it began unleashing tads of its power.
Without a scratch, it continued, leaving the warriors nothing more than the time that gravity spent on their bodies.

As the night struck into it's darkest hour, people were saved by the seal of teleport that was casted by those whom possesed the art of magic.
Those brave magicians nobly tried to stop it, but their efforts were in vain.

Until...

The Silence broke the event.....and footsteps made sound.

Footsteps of one without fear.

Surprised, Fear and Death stood...while the fearless walked.

The only time left was the four words that fear and death spoke: Thou shalt be killed.

After these events, words got inferior to explanation, and only one proclaimed winner.

Narrator
0 - Stand
1 - Walk
2- Death
3- Dispite
4- Spell
5- Attack
6- Stand2
7-
8-
9-
10-
* Cinematic contists out of 4 catogories underdevided in 5 maps.
- Initialization = The map in which trigger are located that relate to either the start of the cinematic builtup, or other pre-settings.
- Main = In this map all scene are stored.
- Executables = Usser related option, such as the dailogue options and the esc trigger.
- Systems = Trigger systems.


- Special effects that will be used, will be stored into an array variable and removed after a part of a scene.
- All triggers in the "Main" folder with 10 spaces in front of the trigger name, are triggers that are triggered by the main trigger within that part.

HS = Holy smash variables

=-----------------------= Therial Salvation =-----------------------=
1 - Stand
2 - Stand look around
3 - Stand Hammer on shoulder
4 - Stand ready
5 - Attack side
6 - Attack overhead
7 - Death
8 - Channel
9 - Spell
10 - Spell channel
11 - Dispitte
12 - Run
**DARKNESS WITHIN**


=-----------------------= Fear and Death =-----------------------=


=-----------------------= Reagon the Fearless =-----------------------=


=-----------------------= Therial Salvation =-----------------------=


Model use

Hexagon tree - Nasrudin
Sapin tree- Nasrudin
Bloodelf Wizzard - RPG Villager
EverwoodTree - Chriz
LogBridgeSmall45 - Mephestrial
Norse Stronghold - mr. bob
Gaurdian Statue - MC!
GreatLightning - Tranquil
Ceiling Rays - Tranquil
Glowing Light - neogaidenx
IllidanEvilflying - azruk
Castle Tower - Tranquil
Table6x - Chaosfury

Music Use
Babylon - Tillman Sillescu
call SetUnitAnimationByIndex (udg_variablename , number)
Tree01 - ui\Glues\SinglePlayer\NightElfCampaign3D\AeriePeaksFir01TrunkSkin.blp
Special effect sound when spiritmoves along the screen in Scene01
Special effect sound when going into white fade filter in Scene02
Remove the 1 second wait before running trigger
Cinematic Setup
  Events
    Map initialization
  Conditions
  Actions
    -------- Init Settings --------
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Variable_Setup <gen> (ignoring conditions)
    Environment - Set fog to style Linear, z-start 0.00, z-end 900.00, density 0.00 and color (0.00%, 0.00%, 5.00%)
    Game - Set the time of day to 0.00
    Environment - Set sky to Felwood Sky
    Custom script: call StopSound(bj_dayAmbientSound, true, true)
    Custom script: call StopSound(bj_nightAmbientSound, true, true)
    Sound - Clear the music list
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Music to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Unit Response Sounds to 0.00%
    Sound - Set User Interface Sounds to 0.00%
    Animation - Play Narrator's stand (animationname) animation, using only Common animations
    Animation - Play Listener's stand (animationname) animation, using only Common animations
    For each (Integer A) from 1 to 2, do (Actions)
      Loop - Actions
        Animation - Play _The_Keeper[(Integer A)]'s stand (animationname) animation, using only Common animations
    Camera - .Apply. gg_cam_Intro_camera for Player 1 (Red) over 0 seconds
    Unit - Hide Scene04_Abomination
    Unit - Hide The_Chief
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Unit - Hide Scene03_Lightning[(Integer A)]
    -------- -------------------- --------
    Wait 1.00 seconds
    Trigger - Run Intro <gen> (checking conditions)
Alternate Setup
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
Variable Setup
  Events
  Conditions
  Actions
    Set VariableSet FearandDeath_flying = Demon Hunter - dummy 0021 <gen>
    Set VariableSet FearandDeath_ground = Demon Hunter - dummy 0055 <gen>
    Set VariableSet The_Chief = The Chief 0059 <gen>
    Set VariableSet TreesinTown[0] = Destructible Tree 0010 <gen>
    Set VariableSet TreesinTown[1] = Destructible Tree 0011 <gen>
    Set VariableSet TreesinTown[2] = Destructible Tree 0016 <gen>
    Set VariableSet _The_Keeper[1] = The Keepers 0056 <gen>
    Set VariableSet _The_Keeper[2] = The Keepers 0057 <gen>
    -------- Scene01 --------
    Set VariableSet Scene01_Spirit[1] = FemaleWisp 0009 <gen>
    Set VariableSet Scene01_Spirit[0] = Spirit SFX 0018 <gen>
    Set VariableSet Narrator = Narrator 0017 <gen>
    Set VariableSet Listener = Listener 0012 <gen>
    -------- Scene01 --------
    -------- Scene03 --------
    -------- Scene03 --------
    Set VariableSet Scene04_Abomination = Custom Abomination 0023 <gen>
    Set VariableSet Scene06_Phoenix = Phoenix Projectile 0058 <gen>
test
  Events
  Conditions
  Actions
    Camera - Lock camera target for Player 1 (Red) to FearandDeath_ground, offset by (0, 0) using Default rotation
Intro
  Events
  Conditions
  Actions
    Wait 1.00 seconds
    Sound - Play Babylon <gen>
    Set VariableSet IntroText = Hemlock Development
    Custom script: call DisplayTimedTextToPlayer (Player(0), 1.0, 0.5, 1.0, udg_IntroText)
    Wait 1.00 seconds
    Cinematic - Fade out over 7.00 seconds using texture introscreen01.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 3.00 seconds
    Set VariableSet IntroText = Pressents
    Custom script: call DisplayTimedTextToPlayer (Player(0), 1.0, 0.5, 0.5, udg_IntroText)
    Wait 4.00 seconds
    Set VariableSet IntroText = Darkness Within
    Custom script: call DisplayTimedTextToPlayer (Player(0), 1.0, 0.5, 2.0, udg_IntroText)
    Floating Text - Destroy (Last created floating text)
    Wait 4.00 seconds
    Trigger - Run _01 <gen> (checking conditions)
01
  Events
  Conditions
  Actions
    -------- Variable declaration --------
    Set VariableSet Scene01_Spirit_distancemove = 50.00
    Set VariableSet Scene01_Spirit_anglemove = 250.00
    Trigger - Turn on _____01Spirit_movement <gen>
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene01_Narrator01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene01_Narrator02 for Player 1 (Red) over 2.00 seconds
    Wait 1.00 seconds
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene01_Narrator03 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 2.00
    Set VariableSet CameraInfluencer = gg_cam_Scene01_Narrator04
    Set VariableSet Camera_MaxNewPans = 25
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over CameraPanTime seconds
    Wait 1.00 seconds
    Sound - Play One_Eye_Open <gen>
    Trigger - Turn on Pan_Slow_Camera <gen>
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator01 <gen> and display Let me tell you about, the Darkness Within.. Modify duration: Set to 3.00 seconds and Don't wait
    Custom script: call SetUnitAnimationByIndex (udg_Narrator, 7)
    Animation - Change Narrator's animation speed to 50.00% of its original speed
    Wait 3.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Run _02_pt1 <gen> (checking conditions)
01Spirit movement
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene01_Spirit_anglecounter = (Scene01_Spirit_anglecounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene01_Spirit_anglecounter Less than 50
      Then - Actions
        Set VariableSet T_point1 = (Position of Scene01_Spirit[0])
        Set VariableSet T_point2 = (T_point1 offset by Scene01_Spirit_distancemove towards Scene01_Spirit_anglemove degrees.)
        For each (Integer A) from 0 to 1, do (Actions)
          Loop - Actions
            Unit - Move Scene01_Spirit[(Integer A)] instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
      Else - Actions
        For each (Integer A) from 0 to 1, do (Actions)
          Loop - Actions
            Unit - Kill Scene01_Spirit[(Integer A)]
            Unit - Remove Scene01_Spirit[(Integer A)] from the game
        Trigger - Turn off (This trigger)
02 pt1
  Events
  Conditions
  Actions
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 2500.00, density 0.00 and color (0.00%, 0.00%, 0.00%)
    Environment - Set sky to Lordaeron Winter Sky (Red)
    Environment - Create at Scene02 <gen> the weather effect Wind (Heavy)
    -------- Variable declaration --------
    Set VariableSet Scene02_fortellers[0] = Priest 0003 <gen>
    Set VariableSet Scene02_fortellers[1] = Priest 0004 <gen>
    Set VariableSet Scene02_fortellers[2] = Priest 0002 <gen>
    Set VariableSet Scene02_fortellers[3] = Priest 0000 <gen>
    Set VariableSet Scene02_Globe = Earth Globe 0001 <gen>
    Set VariableSet Scene02_Globe_height = 10.00
    Set VariableSet Scene02_Globe_increaser = 5.00
    Set VariableSet Scene02_Globe_size = 100.00
    Set VariableSet Scene02_Femalewisps[0] = FemaleWisp 0005 <gen>
    Set VariableSet Scene02_Femalewisps[1] = FemaleWisp 0008 <gen>
    Set VariableSet Scene02_Femalewisps[2] = FemaleWisp 0007 <gen>
    Set VariableSet Scene02_Femalewisps[3] = FemaleWisp 0006 <gen>
    Set VariableSet Scene02_Femalewisps[4] = FemaleWisp 0019 <gen>
    -------- --------------------------------- --------
    For each (Integer A) from 0 to 3, do (Actions)
      Loop - Actions
        Animation - Reset Scene02_fortellers[(Integer A)]'s animation
        Animation - Play Scene02_fortellers[(Integer A)]'s stand (animationname) animation, using only Common animations
    Camera - .Apply. gg_cam_Scene02_Camera01 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 1.00
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera02
    Set VariableSet Camera_MaxNewPans = 10
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 4.00 seconds
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator02 <gen> and display A dark and robust windy day. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Wait 1.00 seconds
    Cinematic - Fade out over 0.50 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
    For each (Integer A) from 0 to 3, do (Actions)
      Loop - Actions
        Animation - Play Scene02_fortellers[(Integer A)]'s stand (animationname) animation, using only Common animations
        Animation - Play Scene02_fortellers[(Integer A)]'s Stand Channel (animationname) animation
    Countdown Timer - Start Scene02_animationtimer as a One-shot timer that will expire in 2.75 seconds
    Camera - .Apply. gg_cam_Scene02_Camera03 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 3.00
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera04
    Set VariableSet Camera_MaxNewPans = 20
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 4.00 seconds
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator03 <gen> and display A day in which Foretellers, foretold Dorhalhs downfall.. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 1.00 seconds
    Trigger - Turn on _____02_Globeanimation <gen>
    Wait 1.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Wait 2.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 4000.00, density 0.00 and color (25.00%, 0.00%, 0.00%)
    -------- Scenery Setup end --------
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    For each (Integer A) from 0 to 10, do (Actions)
      Loop - Actions
        Animation - Play Scene02_Femalewisps[(Integer A)]'s Stand Lumber (animationname) animation, using only Common animations
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator04 <gen> and display "Dorhalh situated in the The woods of Aturo" had been outcasted from the rest of the human world cause of their abnormality in strength and spell usage.. Modify duration: Set to 10.00 seconds and Don't wait
    Camera - .Apply. gg_cam_Scene02_Camera05 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene02_Camera06 for Player 1 (Red) over 2.50 seconds
    Wait 2.00 seconds
    Set VariableSet CameraPanTime = 1.00
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera07
    Set VariableSet Camera_MaxNewPans = 10
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 3.00 seconds
    Wait 2.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Wait 1.00 seconds
    Cinematic - Fade out over 0.75 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Countdown Timer - Start Scene02_PT2 as a One-shot timer that will expire in 0.80 seconds
02 Slow Fortellers
  Events
    Time - Scene02_animationtimer expires
  Conditions
  Actions
    For each (Integer A) from 0 to 3, do (Actions)
      Loop - Actions
        Animation - Change Scene02_fortellers[(Integer A)]'s animation speed to 25.00% of its original speed
02 Globeanimation
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene02_Globe_counter = (Scene02_Globe_counter + 1)
    -------- Height increaser --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene02_Globe_counter Less than 25
      Then - Actions
        Set VariableSet Scene02_Globe_height = (Scene02_Globe_height - 0.30)
        Animation - Change Scene02_Globe flying height to ((Current flying height of Scene02_Globe) + Scene02_Globe_height) at 0.00
      Else - Actions
        -------- Destroy animation --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene02_Globe_counter Equal to 25
          Then - Actions
            Set VariableSet T_point1 = (Position of Scene02_Globe)
            Unit - Create 1.GlobeExplosion for Neutral Passive at T_point1 facing Default building facing degrees
            Set VariableSet Scene02_destroySFX = (Last created unit)
            Animation - Change Scene02_destroySFX flying height to ((Current flying height of Scene02_destroySFX) - 25.00) at 0.00
            Custom script: call RemoveLocation (udg_T_point1)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene02_Globe_counter Equal to 40
          Then - Actions
            Animation - Change Scene02_destroySFX's animation speed to 2.00% of its original speed
          Else - Actions
        -------- Size modifier --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene02_Globe_counter Less than 70
            Scene02_Globe_counter Greater than or equal to 30
            Scene02_Globe_size Greater than 0.00
          Then - Actions
            Set VariableSet Scene02_Globe_size = (Scene02_Globe_size - Scene02_Globe_increaser)
            Set VariableSet Scene02_Globe_transparency = (Scene02_Globe_transparency + Scene02_Globe_increaser)
            Animation - Change Scene02_Globe's size to (Scene02_Globe_size%, Scene02_Globe_size%, Scene02_Globe_size%) of its original size
            Animation - Change Scene02_Globe's vertex coloring to (100%, 100%, 100%) with Scene02_Globe_transparency% transparency
          Else - Actions
02 pt2
  Events
    Time - Scene02_PT2 expires
  Conditions
  Actions
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene02_Camera08 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene02_Camera09 for Player 1 (Red) over 3.00 seconds
    Wait 2 seconds
    Set VariableSet CameraPanTime = 1.00
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera10
    Set VariableSet Camera_MaxNewPans = 30
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 4.00 seconds
    Wait 3.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 4000.00, density 0.00 and color (10.00%, 5.00%, 0.00%)
    Environment - Set sky to Lordaeron Fall Sky
    Game - Set the time of day to 17.00
    -------- Scenery Setup end --------
    Camera - .Apply. gg_cam_Scene02_Camera11 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 3.00
    Set VariableSet CameraPanTime_decreaser = (CameraPanTime / 25.00)
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera12
    Set VariableSet Camera_MaxNewPans = 20
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 10.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator05 <gen> and display Nonetheless They had been breathing prosper now for over decades.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Pan_Fasten_Camera <gen>
    Wait 2.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene02_Camera13 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 1.00
    Set VariableSet CameraInfluencer = gg_cam_Scene02_Camera14
    Set VariableSet Camera_MaxNewPans = 10
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 5.00 seconds
    Wait 1.00 seconds
    Unit - Order High Elf 0020 <gen> to Move To.(Center of Scene02_Move_mother <gen>)
    Cinematic - Send transmission to (All players) from High Elf 0020 <gen> named Alora: Play No sound and display Miko, it's getting dark outside.. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Hide High Elf 0020 <gen>
    Trigger - Run _03 <gen> (checking conditions)
03
  Events
  Conditions
  Actions
    -------- Variable declaration --------
    Set VariableSet Scene03_Spirits_CreateTimer = 10
    Set VariableSet Scene03_Spirits_heighdec = 0.40
    Set VariableSet Scene03_Spirits_Unitspawnpoint = 0
    -------- --------------------------------- --------
    Animation - Play FearandDeath_ground's stand (animationname) animation, using only Common animations
    Animation - Change FearandDeath_flying's vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Animation - Change FearandDeath_ground's vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 900.00, density 0.00 and color (0.00%, 0.00%, 5.00%)
    Environment - Set sky to Felwood Sky
    Game - Set the time of day to 0.00
    -------- Scenery Setup end --------
    Sound - Play Sub_Zero <gen>
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator06 <gen> and display Though nature neither man looked disturbed, something was coming.. Modify duration: Set to 6.00 seconds and Don't wait
    Camera - .Apply. gg_cam_Scene03_Camera01 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 0.50
    Set VariableSet CameraInfluencer = gg_cam_Scene03_Camera02
    Set VariableSet Camera_MaxNewPans = 15
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 1.00 seconds
    Countdown Timer - Start Cameratimer as a One-shot timer that will expire in 0.50 seconds
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Scene03_Camera03 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 0.50
    Set VariableSet CameraInfluencer = gg_cam_Scene03_Camera04
    Set VariableSet Camera_MaxNewPans = 15
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 1.00 seconds
    Countdown Timer - Start Cameratimer as a One-shot timer that will expire in 0.50 seconds
    Wait 2.00 seconds
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 2000.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    Environment - Set sky to Felwood Sky
    Game - Set the time of day to 0.00
    -------- Scenery Setup end --------
    Set VariableSet T_point1 = (Center of Scene03_Lightning01 <gen>)
    Unit - Create 1.Lightning SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene03_Lightning[0] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet T_point1 = (Center of Scene03_Lightning02 <gen>)
    Unit - Create 1.Lightning SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene03_Lightning[1] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Animation - Play Scene03_Lightning[(Integer A)]'s stand (animationname) animation
    Sound - Play Tunderstorm <gen>
    Camera - .Apply. gg_cam_Scene03_Camera05 for Player 1 (Red) over 0 seconds
    Camera - Shake the camera for Player 1 (Red) with magnitude 3
    Wait 1.00 seconds
    For each (Integer A) from 0 to 1, do (Actions)
      Loop - Actions
        Unit - Kill Scene03_Lightning[(Integer A)]
        Unit - Remove Scene03_Lightning[(Integer A)] from the game
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - Stop swaying/shaking the camera for Player 1 (Red).
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 2000.00, density 0.00 and color (10.00%, 0.00%, 0.00%)
    Game - Set the time of day to 0.00
    -------- Scenery Setup end --------
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene03_Camera06 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene03_Camera07 for Player 1 (Red) over 3.00 seconds
    Wait 2.00 seconds
    Trigger - Turn on ______03BS_Create_Spirits <gen>
    Trigger - Turn on ______03BS_Move_spirits <gen>
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator07 <gen> and display From the deepest of fears it had been creating its form.. Modify duration: Set to 6.00 seconds and Don't wait
    Set VariableSet CameraPanTime = 3.00
    Set VariableSet CameraInfluencer = gg_cam_Scene03_Camera08
    Set VariableSet Camera_MaxNewPans = 30
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 10.00 seconds
    Sound - Play CarrionSwarms <gen>
    Wait 5.00 seconds
    Trigger - Turn on ______03BS_Create_SFX <gen>
    Wait 2.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Trigger - Turn off ______03BS_Create_SFX <gen>
    Wait 2.00 seconds
    Trigger - Turn on ______03BS_Create_SFX <gen>
    Wait 2.00 seconds
    Trigger - Turn off ______03BS_Create_SFX <gen>
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Turn off ______03BS_Move_spirits <gen>
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 5000.00, density 0.00 and color (0.00%, 0.00%, 7.50%)
    -------- Scenery Setup end --------
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene03_Camera09 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 2.00
    Set VariableSet CameraInfluencer = gg_cam_Scene03_Camera10
    Set VariableSet Camera_MaxNewPans = 20
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 8.00 seconds
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator08 <gen> and display From men and woman who had horrifying dreams, it had formed itself into a visual creature.. Modify duration: Set to 8.00 seconds and Don't wait
    Trigger - Turn on _____03Spirits_Create <gen>
    Trigger - Turn on _____03Spirits_Move <gen>
    Wait 6.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Wait 2.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Trigger - Turn off _____03Spirits_Move <gen>
    Trigger - Turn off _____03Spirits_Create <gen>
    Trigger - Run _04_pt1 <gen> (checking conditions)
    -------- Clean up --------
    For each (Integer A) from 0 to 100, do (Actions)
      Loop - Actions
        Unit - Kill Scene03_Spirits_Unit[(Integer A)]
        Unit - Remove Scene03_Spirits_Unit[(Integer A)] from the game
    For each (Integer A) from 0 to 10, do (Actions)
      Loop - Actions
        Special Effect - Destroy Scene03_BS_SFX[(Integer A)]
03BS Create Spirits
  Events
    Time - Every 0.75 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene03__BS_Distance_mod = 2.00
    Set VariableSet Scene03__BS_Distance_init_mod = 10.00
    Set VariableSet T_point1 = (Position of FearandDeath_ground)
    Unit - Create 1.blackspirit SFX for Neutral Passive at T_point1 facing 270.00 degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet Scene03_BS[Scene03_BS_count] = (Last created unit)
    Set VariableSet Scene03__BS_Distance_init[Scene03_BS_count] = 20.00
    Set VariableSet Scene03__BS_Distance[Scene03_BS_count] = Scene03__BS_Distance_init[Scene03_BS_count]
    Set VariableSet Scene03__BS_Distance_Total[Scene03_BS_count] = 0.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene03_BS_Startingangle Equal to 0
      Then - Actions
        Set VariableSet Scene03_BS_Angle_direction[Scene03_BS_count] = 0
        Set VariableSet Scene03_BS_Angle[Scene03_BS_count] = 120.00
        Set VariableSet Scene03_BS_Startingangle = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03_BS_Startingangle Equal to 1
          Then - Actions
            Set VariableSet Scene03_BS_Angle_direction[Scene03_BS_count] = 1
            Set VariableSet Scene03_BS_Angle[Scene03_BS_count] = 240.00
            Set VariableSet Scene03_BS_Startingangle = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene03_BS_Startingangle Equal to 2
              Then - Actions
                Set VariableSet Scene03_BS_Angle_direction[Scene03_BS_count] = 0
                Set VariableSet Scene03_BS_Angle[Scene03_BS_count] = 0.00
                Set VariableSet Scene03_BS_Startingangle = 0
              Else - Actions
                Do nothing
            Do nothing
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene03_BS_count Less than 11
      Then - Actions
        Set VariableSet Scene03_BS_count = (Scene03_BS_count + 1)
      Else - Actions
        Trigger - Turn off (This trigger)
x25
03BS Move spirits
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 0 to Scene03_BS_count, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03__BS_Distance_Total[(Integer A)] Less than or equal to 0.00
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene03__BS_Distance_init[(Integer A)] Less than 50.00
              Then - Actions
                Set VariableSet Scene03__BS_Distance_init[(Integer A)] = (Scene03__BS_Distance_init[(Integer A)] + Scene03__BS_Distance_init_mod)
                Set VariableSet Scene03__BS_Distance[(Integer A)] = Scene03__BS_Distance_init[(Integer A)]
              Else - Actions
                Set VariableSet Scene03__BS_Distance[(Integer A)] = Scene03__BS_Distance_init[(Integer A)]
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene03_BS_Angle_direction[(Integer A)] Equal to 0
              Then - Actions
                Set VariableSet Scene03_BS_Angle[(Integer A)] = (Scene03_BS_Angle[(Integer A)] + 180.00)
                Set VariableSet Scene03_BS_Angle_direction[(Integer A)] = 1
              Else - Actions
                Set VariableSet Scene03_BS_Angle[(Integer A)] = (Scene03_BS_Angle[(Integer A)] + 180.00)
                Set VariableSet Scene03_BS_Angle_direction[(Integer A)] = 0
            Set VariableSet Scene03__BS_height[(Integer A)] = (Scene03__BS_Distance_init[(Integer A)] / (Random real number between 2.00 and 3.00))
            Set VariableSet Scene03__BS_height_mod[(Integer A)] = (Scene03__BS_height[(Integer A)] / (Scene03__BS_Distance_init[(Integer A)] / 2.00))
            Set VariableSet Scene03__BS_height_total[(Integer A)] = (Current flying height of FearandDeath_ground)
          Else - Actions
        Set VariableSet T_point1 = (Position of FearandDeath_ground)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03_BS_Angle_direction[(Integer A)] Equal to 0
          Then - Actions
            Set VariableSet Scene03_BS_Angle[(Integer A)] = (Scene03_BS_Angle[(Integer A)] - 3.60)
            Set VariableSet T_point2 = (T_point1 offset by Scene03__BS_Distance_Total[(Integer A)] towards Scene03_BS_Angle[(Integer A)] degrees.)
          Else - Actions
            Set VariableSet Scene03_BS_Angle[(Integer A)] = (Scene03_BS_Angle[(Integer A)] + 3.60)
            Set VariableSet T_point2 = (T_point1 offset by Scene03__BS_Distance_Total[(Integer A)] towards Scene03_BS_Angle[(Integer A)] degrees.)
        Unit - Move Scene03_BS[(Integer A)] instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
        Set VariableSet Scene03__BS_Distance[(Integer A)] = (Scene03__BS_Distance[(Integer A)] - Scene03__BS_Distance_mod)
        Set VariableSet Scene03__BS_Distance_Total[(Integer A)] = (Scene03__BS_Distance_Total[(Integer A)] + Scene03__BS_Distance[(Integer A)])
        Set VariableSet Scene03__BS_height_total[(Integer A)] = (Scene03__BS_height_total[(Integer A)] + Scene03__BS_height[(Integer A)])
        Set VariableSet Scene03__BS_height[(Integer A)] = (Scene03__BS_height[(Integer A)] - Scene03__BS_height_mod[(Integer A)])
        Animation - Change Scene03_BS[(Integer A)] flying height to Scene03__BS_height_total[(Integer A)] at 0.00
03BS Create SFX
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Special Effect - Create a special effect attached to the hand (attachpoint) of FearandDeath_ground using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
    Set VariableSet Scene03_BS_SFX[Scene03_BS_SFX_Count] = (Last created special effect)
    Set VariableSet Scene03_BS_SFX_Count = (Scene03_BS_SFX_Count + 1)
03Spirits Create
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene03_Spirits_CreateCount = (Scene03_Spirits_CreateCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene03_Spirits_CreateCount Equal to Scene03_Spirits_CreateTimer
        Scene03_Spirits_Unitcount Less than 50
      Then - Actions
        Set VariableSet Scene03_Spirits_CreateCount = 0
        Set VariableSet Scene03_Spirits_Unitcount = (Scene03_Spirits_Unitcount + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03_Spirits_CreateTimer Greater than 4
          Then - Actions
            Set VariableSet Scene03_Spirits_CreateTimer = (Scene03_Spirits_CreateTimer - 1)
          Else - Actions
        Set VariableSet Scene03_Spirits_Unitspawnpoint = (Random integer number between 0 and 3)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03_Spirits_Unitspawnpoint Equal to 0
          Then - Actions
            Set VariableSet T_point1 = (Center of Scene03_Create_spirits00 <gen>)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene03_Spirits_Unitspawnpoint Equal to 1
              Then - Actions
                Set VariableSet T_point1 = (Center of Scene03_Create_spirits01 <gen>)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Scene03_Spirits_Unitspawnpoint Equal to 2
                  Then - Actions
                    Set VariableSet T_point1 = (Center of Scene03_Create_spirits02 <gen>)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Scene03_Spirits_Unitspawnpoint Equal to 3
                      Then - Actions
                        Set VariableSet T_point1 = (Center of Scene03_Create_spirits03 <gen>)
                      Else - Actions
        Unit - Create 1.Spirit SFX for Neutral Passive at T_point1 facing 90.00 degrees
        Set VariableSet Scene03_Spirits_Unit[Scene03_Spirits_Unitcount] = (Last created unit)
        -------- Angle --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene03_Spirits_Unitspawnpoint Equal to 0
          Then - Actions
            Set VariableSet Scene03_Spirits_Angle[Scene03_Spirits_Unitcount] = (Random real number between 67.00 and 72.00)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene03_Spirits_Unitspawnpoint Equal to 1
              Then - Actions
                Set VariableSet Scene03_Spirits_Angle[Scene03_Spirits_Unitcount] = (Random real number between 72.00 and 77.00)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Scene03_Spirits_Unitspawnpoint Equal to 2
                  Then - Actions
                    Set VariableSet Scene03_Spirits_Angle[Scene03_Spirits_Unitcount] = (Random real number between 102.00 and 107.00)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Scene03_Spirits_Unitspawnpoint Equal to 3
                      Then - Actions
                        Set VariableSet Scene03_Spirits_Angle[Scene03_Spirits_Unitcount] = (Random real number between 107.00 and 112.00)
                      Else - Actions
        -------- Distance --------
        Set VariableSet Scene03_Spirits_Distance[Scene03_Spirits_Unitcount] = (Random real number between 40.00 and 60.00)
        Set VariableSet Scene03_Spirits_Currentheight[Scene03_Spirits_Unitcount] = 20.00
        Set VariableSet Scene03_Spirits_heightinc[Scene03_Spirits_Unitcount] = 30.00
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
      Else - Actions
03Spirits Move
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 0 to Scene03_Spirits_Unitcount, do (Actions)
      Loop - Actions
        Animation - Change Scene03_Spirits_Unit[(Integer A)] flying height to Scene03_Spirits_Currentheight[(Integer A)] at 0.00
        Set VariableSet Scene03_Spirits_Currentheight[(Integer A)] = (Scene03_Spirits_Currentheight[(Integer A)] + Scene03_Spirits_heightinc[(Integer A)])
        Set VariableSet Scene03_Spirits_heightinc[(Integer A)] = (Scene03_Spirits_heightinc[(Integer A)] - Scene03_Spirits_heighdec)
        Set VariableSet T_point1 = (Position of Scene03_Spirits_Unit[(Integer A)])
        Set VariableSet T_point2 = (T_point1 offset by Scene03_Spirits_Distance[(Integer A)] towards Scene03_Spirits_Angle[(Integer A)] degrees.)
        Unit - Move Scene03_Spirits_Unit[(Integer A)] instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
Basically the trigger advances into the trigger 04Camerapans.



REMOVE THE 1 SECOND WAIT WHEN YOUR NOT DIRECTLY PANNING TO THIS TRIGGER!!!
04 pt1
  Events
  Conditions
  Actions
    -------- Variable Setup --------
    Set VariableSet Scene04_Camerapan[2] = gg_cam_Scene04_Camera02
    Set VariableSet Scene04_Camerapan[3] = gg_cam_Scene04_Camera03
    Set VariableSet Scene04_Camerapan[4] = gg_cam_Scene04_Camera04
    Set VariableSet Scene04_Camerapan[5] = gg_cam_Scene04_Camera05
    Set VariableSet Scene04_Camerapan[6] = gg_cam_Scene04_Camera06
    Set VariableSet Scene04_Camerapan[7] = gg_cam_Scene04_Camera07
    Set VariableSet Scene04_NextPanTime[2] = 1.25
    Set VariableSet Scene04_NextPanTime[3] = 1.25
    Set VariableSet Scene04_NextPanTime[4] = 0.80
    Set VariableSet Scene04_NextPanTime[5] = 1.25
    Set VariableSet Scene04_NextPanTime[6] = 1.25
    Set VariableSet Scene04_NextPanTime[7] = 0.80
    Set VariableSet Scene04_CameraCount = 2
    Set VariableSet Scene04_FandD_trans = 100.00
    Set VariableSet Scene04_FandD_coloring = 0.00
    Set VariableSet Scene04_ShadowFiend[1] = Shadow Fiend 0026 <gen>
    Set VariableSet Scene04_ShadowFiend[2] = Shadow Fiend 0024 <gen>
    Set VariableSet Scene04_ShadowFiend[3] = Shadow Fiend 0030 <gen>
    Set VariableSet Scene04_ShadowFiend[4] = Shadow Fiend 0025 <gen>
    Set VariableSet Scene04_ShadowFiend[5] = Shadow Fiend 0027 <gen>
    Set VariableSet Scene04_ShadowFiend[6] = Shadow Fiend 0031 <gen>
    Set VariableSet Scene04_ShadowFiend[7] = Shadow Fiend 0032 <gen>
    -------- Setup --------
    Wait 1.00 seconds
    For each (Integer A) from 1 to 7, do (Actions)
      Loop - Actions
        Unit - Hide Scene04_ShadowFiend[(Integer A)]
    Trigger - Add to _____04Spirit_Enters_FandD <gen> the event (A unit comes within 10.00 of FearandDeath_ground)
    Animation - Play FearandDeath_ground's Stand Second (animationname) animation, using only Common animations
    Animation - Change FearandDeath_flying's vertex coloring to (Scene04_FandD_coloring%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with Scene04_FandD_trans% transparency
    Animation - Change FearandDeath_ground's vertex coloring to (Scene04_FandD_coloring%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with Scene04_FandD_trans% transparency
    -------- Scenery Setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 2000.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    -------- Scenery Setup end --------
    Trigger - Turn on ______03BS_Create_Spirits <gen>
    Trigger - Turn on ______03BS_Move_spirits <gen>
    Sound - Play Fend_For_Yourself <gen>
    Trigger - Turn on _____04Spirits_Create <gen>
    Trigger - Turn on _____04Spirits_Move <gen>
    Camera - .Apply. gg_cam_Scene04_Camera01 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Custom script: call SetUnitAnimationByIndex (udg_Scene04_Abomination, 7)
    Countdown Timer - Start Scene04_Abomination_Freeze as a One-shot timer that will expire in 0.90 seconds
    Countdown Timer - Start Scene04_CamerapanTimer as a One-shot timer that will expire in Scene04_NextPanTime[Scene04_CameraCount] seconds
    Countdown Timer - Start Scene04_Fadetimer as a One-shot timer that will expire in (Scene04_NextPanTime[Scene04_CameraCount] - 0.25) seconds
    Unit - Unhide Scene04_Abomination
04Fadecounter
  Events
    Time - Scene04_Fadetimer expires
  Conditions
  Actions
    Cinematic - Fade out and back in over 0.50 seconds using texture White Mask and color (10.00%, 0%, 0%) with 0% transparency
04Camerapans
  Events
    Time - Scene04_CamerapanTimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene04_CameraCount Less than 7
      Then - Actions
        Camera - .Apply. Scene04_Camerapan[Scene04_CameraCount] for Player 1 (Red) over 0 seconds
        Set VariableSet Scene04_CameraCount = (Scene04_CameraCount + 1)
        Countdown Timer - Start Scene04_CamerapanTimer as a One-shot timer that will expire in Scene04_NextPanTime[Scene04_CameraCount] seconds
        Countdown Timer - Start Scene04_Fadetimer as a One-shot timer that will expire in (Scene04_NextPanTime[Scene04_CameraCount] - 0.25) seconds
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene04_CameraCount Equal to 7
          Then - Actions
            Camera - .Apply. Scene04_Camerapan[Scene04_CameraCount] for Player 1 (Red) over 0 seconds
            Set VariableSet CameraPanTime = 5.00
            Set VariableSet CameraInfluencer = gg_cam_Scene04_Camera08
            Set VariableSet Camera_MaxNewPans = 30
            Camera - .Apply. CameraInfluencer for Player 1 (Red) over 6.00 seconds
            Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator09 <gen> and display Hidden by a natural skin, it symbolized Fear and Death.. Modify duration: Set to 7.50 seconds and Don't wait
            Wait 1.00 seconds
            Trigger - Turn on Pan_Slow_Camera <gen>
            Wait 8.00 seconds
            Trigger - Run _04_pt2 <gen> (checking conditions)
          Else - Actions
04Abomination Freeze
  Events
    Time - Scene04_Abomination_Freeze expires
  Conditions
  Actions
    Animation - Change Scene04_Abomination's animation speed to 0.00% of its original speed
04Spirits Create
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene04_Spirit_count Less than 30
      Then - Actions
        Set VariableSet T_point1 = (Random point in Scene04_CreateSpirits02 <gen>)
        Unit - Create 1.Spirit SFX for Neutral Passive at T_point1 facing Default building facing degrees
        Set VariableSet Scene04_Spirit[Scene04_Spirit_count] = (Last created unit)
        Animation - Change Scene04_Spirit[Scene04_Spirit_count] flying height to 500.00 at 0.00
        Animation - Change Scene04_Spirit[Scene04_Spirit_count] flying height to -1000.00 at 50.00
        Set VariableSet Scene04_Spirit_count = (Scene04_Spirit_count + 1)
      Else - Actions
        Trigger - Turn off (This trigger)
04Spirits Move
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 0 to 30, do (Actions)
      Loop - Actions
        Set VariableSet T_point1 = (Position of Scene04_Spirit[(Integer A)])
        Set VariableSet T_point3 = (Position of FearandDeath_ground)
        Set VariableSet T_point2 = (T_point1 offset by 10.00 towards (Angle from T_point1 to T_point3) degrees.)
        Unit - Move Scene04_Spirit[(Integer A)] instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
04Spirit Enters FandD
  Events
  Conditions
    (Unit-type of (Entering unit)) Equal to Spirit SFX
  Actions
    Unit - Kill (Entering unit)
    Unit - Remove (Entering unit) from the game
    Set VariableSet Scene04_FandD_trans = (Scene04_FandD_trans - 2.00)
    Set VariableSet Scene04_FandD_coloring = (Scene04_FandD_coloring + 0.02)
    Animation - Change FearandDeath_ground's vertex coloring to ((Scene04_FandD_coloring x 17.00)%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with Scene04_FandD_trans% transparency
    Animation - Change FearandDeath_flying's vertex coloring to ((Scene04_FandD_coloring x 65.00)%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with (Scene04_FandD_trans x 1.75)% transparency
    Set VariableSet Scene04_Spirit_SFX_counter = (Scene04_Spirit_SFX_counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene04_Spirit_SFX_counter Equal to 2
      Then - Actions
        Special Effect - Create a special effect attached to the origin (attachpoint) of FearandDeath_ground using Units\NightElf\Wisp\WispExplode.mdl
        Set VariableSet Scene04_Spirit_SFX[Scene04_Spirit_SFX_count] = (Last created special effect)
        Set VariableSet Scene04_Spirit_SFX_count = (Scene04_Spirit_count + 1)
        Set VariableSet Scene04_Spirit_SFX_counter = 0
      Else - Actions
04 pt2
  Events
  Conditions
  Actions
    Environment - Set fog to style Linear, z-start 0.00, z-end 2500.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    Trigger - Add to _____04Ghouls_Getting_Masacred <gen> the event (A unit comes within 150.00 of FearandDeath_flying)
    Trigger - Add to _____04Ghouls_Getting_Masacred <gen> the event (A unit comes within 200.00 of FearandDeath_ground)
    For each (Integer A) from 0 to Scene03_BS_count, do (Actions)
      Loop - Actions
        Trigger - Add to _____04Ghouls_Getting_Masacred <gen> the event (A unit comes within 25.00 of Scene03_BS[(Integer A)])
    Camera - .Apply. gg_cam_Scene04_Camera09 for Player 1 (Red) over 0 seconds
    Set VariableSet CameraPanTime = 3.00
    Set VariableSet CameraInfluencer = gg_cam_Scene04_Camera10
    Set VariableSet Camera_MaxNewPans = 30
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 6.00 seconds
    For each (Integer A) from 1 to 7, do (Actions)
      Loop - Actions
        Unit - Unhide Scene04_ShadowFiend[(Integer A)]
    For each (Integer A) from 1 to 7, do (Actions)
      Loop - Actions
        Unit - Order Scene04_ShadowFiend[(Integer A)] to Attack.FearandDeath_ground
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator10 <gen> and display Unnoticed, it began its war path by oozing out A destructive force.. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 1.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Sound - Play MultipleGhouls <gen>
    Wait 4.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn off _____03Spirits_Move <gen>
    Trigger - Turn off _____03Spirits_Create <gen>
    Camera - .Apply. gg_cam_Scene04_Camera11 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene04_Camera12 for Player 1 (Red) over 10.00 seconds
    Environment - Set fog to style Linear, z-start 0.00, z-end 900.00, density 0.00 and color (0.00%, 0.00%, 5.00%)
    Cinematic - Send transmission to (All players) from Narrator 0017 <gen> named Narrator: Play Narrator11 <gen> and display This force was beyond ones imagination, thereby it killed and left none more than dispear.. Modify duration: Set to 9.50 seconds and Don't wait
    Wait 2.00 seconds
    Custom script: call SetUnitAnimationByIndex (udg_Narrator, 7)
    Animation - Change Narrator's animation speed to 50.00% of its original speed
    Wait 6.00 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
    Environment - Set fog to style Linear, z-start 0.00, z-end 2500.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    Set VariableSet T_point1 = (Center of Illidan_Walk_death_end <gen>)
    Unit - Order FearandDeath_flying to Move To.T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Animation - Change FearandDeath_ground's animation speed to 25.00% of its original speed
    Unit - Set FearandDeath_flying movement speed to 250.00
    Set VariableSet T_group1 = (Units in Illidan_Walk_Mobs <gen>)
    Unit Group - Pick every unit in T_group1 and do (Actions)
      Loop - Actions
        Animation - Play (Picked unit)'s Decay Flesh (animationname) animation
        Animation - Change (Picked unit)'s animation speed to 200.00% of its original speed
    Custom script: call DestroyGroup (udg_T_group1)
    Trigger - Turn on ______03BS_Move_spirits <gen>
    Camera - .Apply. gg_cam_Scene04_Camera13 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene04_Camera14 for Player 1 (Red) over 5.00 seconds
    Wait 3.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Setup for Scene05 --------
    Set VariableSet T_point1 = (Center of Scene05_spawnFear_and_Death <gen>)
    Unit - Move FearandDeath_ground instantly to T_point1, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_T_point1)
    -------- ---------------------------- --------
    Wait 2.00 seconds
    Trigger - Turn off ______03BS_Move_spirits <gen>
    Trigger - Run _05pt1 <gen> (checking conditions)
    -------- Clean up --------
    For each (Integer A) from 0 to Scene04_Spirit_SFX_count, do (Actions)
      Loop - Actions
        Special Effect - Destroy Scene04_Spirit_SFX[(Integer A)]
    For each (Integer A) from 0 to 15, do (Actions)
      Loop - Actions
        Unit - Kill Scene03_BS[(Integer A)]
        Unit - Remove Scene03_BS[(Integer A)] from the game
04Ghouls Getting Masacred
  Events
  Conditions
    (Unit-type of (Entering unit)) Equal to Shadow Fiend
  Actions
    Unit - Kill (Entering unit)
    Animation - Change (Entering unit)'s animation speed to 50.00% of its original speed
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Entering unit) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodPeon.mdl
    Set VariableSet Scene04_Spirit_SFX[Scene04_Spirit_SFX_count] = (Last created special effect)
    Set VariableSet Scene04_Spirit_SFX_count = (Scene04_Spirit_count + 1)
05pt1
  Events
  Conditions
  Actions
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 3000.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    -------- ----------------------- --------
    -------- Dummmy --------
    Set VariableSet T_point1 = (Center of Scene05_spawnFear_and_Death <gen>)
    Unit - Move FearandDeath_ground instantly to T_point1, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_T_point1)
    -------- ---------------------------- --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene05_Camera01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene05_Camera02 for Player 1 (Red) over 3.50 seconds
    Set VariableSet T_point1 = (Center of Scene05_Fly_Fear_and_Death <gen>)
    Unit - Order FearandDeath_ground to Move To.T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Unit - Set FearandDeath_ground movement speed to 522.00
    Unit - Make FearandDeath_flying face (Facing of FearandDeath_ground) over 0.00 seconds
    Wait 3.00 seconds
    Unit - Hide FearandDeath_ground
    Set VariableSet T_point1 = (Position of FearandDeath_ground)
    Unit - Move FearandDeath_flying instantly to T_point1, facing (Facing of FearandDeath_ground) degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Camera - .Apply. gg_cam_Scene05_Camera05 for Player 1 (Red) over 0 seconds
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 4000.00, density 0.00 and color (10.00%, 5.00%, 5.00%)
    -------- ----------------------- --------
    -------- Linear Fly setup --------
    Set VariableSet SYS_LinearFly_Height = 38.00
    Set VariableSet SYS_LinearFly_Duration = 2.25
    Set VariableSet SYS_LinearFly_Distance = 35.00
    Set VariableSet SYS_LinearFly_Angle = 270.00
    Set VariableSet SYS_LinearFly_Height_decreaser = ((SYS_LinearFly_Height x 2.00) / (SYS_LinearFly_Duration x 25.00))
    Set VariableSet SYS_LinearFly_Unit = FearandDeath_flying
    Animation - Play FearandDeath_flying's Stand ready (animationname) animation, using only Common animations
    Animation - Play The Keepers 0056 <gen>'s stand defend (animationname) animation
    Set VariableSet T_point1 = (Center of scene04_deform <gen>)
    Custom script: call RemoveLocation (udg_T_point1)
    Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 1.10 seconds
    Animation - Change FearandDeath_flying's animation speed to 140.00% of its original speed
    Set VariableSet Scene05_animationcounter = 0
    Trigger - Turn on SYS_Linear_Fly <gen>
05Attack animation
  Events
    Time - Scene05_animationtimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 0
      Then - Actions
        Custom script: call SetUnitAnimationByIndex (udg_FearandDeath_flying, 5)
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.80 seconds
        Trigger - Add to _____05Keeper1Death <gen> the event (Scene05_animationtimer expires)
        Set VariableSet Scene05_animationcounter = 1
      Else - Actions
        Do nothing
05Keeper1Death
  Events
    Time - Scene05_animationtimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 1
      Then - Actions
        Unit - Kill The Keepers 0056 <gen>
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.25 seconds
        Trigger - Add to _____05Morph <gen> the event (Scene05_animationtimer expires)
        Set VariableSet Scene05_animationcounter = 2
      Else - Actions
        Do nothing
05Morph
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 2
      Then - Actions
        Animation - Play FearandDeath_flying's Morph (animationname) animation
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.50 seconds
        Trigger - Add to _05pt2 <gen> the event (Scene05_animationtimer expires)
        Set VariableSet Scene05_animationcounter = 3
      Else - Actions
        Do nothing
05pt2
  Events
    Time - Scene05_animationtimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 3
      Then - Actions
        Set VariableSet Scene05_animationcounter = 4
        Trigger - Add to _____05Morphin <gen> the event (Scene05_animationtimer expires)
        Unit - Hide FearandDeath_flying
        Camera - .Apply. gg_cam_Scene05_Camera06 for Player 1 (Red) over 0 seconds
        Camera - .Apply. gg_cam_Scene05_Camera07 for Player 1 (Red) over 3.00 seconds
        Set VariableSet T_point1 = (Position of The Keepers 0057 <gen>)
        Set VariableSet T_point2 = (T_point1 offset by 32.00 towards 270.00 degrees.)
        Unit - Move FearandDeath_ground instantly to T_point2, facing 90.00 degrees
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
        Animation - Change FearandDeath_ground flying height to 625.00 at 0.00
        Animation - Play FearandDeath_ground's Morph Alternate (animationname) animation
        Animation - Change FearandDeath_ground's animation speed to 100% of its original speed
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.50 seconds
        Wait 2 seconds
        Unit - Unhide FearandDeath_ground
        Animation - Change FearandDeath_ground's animation speed to 100% of its original speed
        Wait 1.00 seconds
        Animation - Change FearandDeath_ground's animation speed to 200.00% of its original speed
        Custom script: call SetUnitAnimationByIndex (udg_FearandDeath_ground, 2)
        Trigger - Add to _____05SFX_on_keeper <gen> the event (Scene05_animationtimer expires)
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.40 seconds
      Else - Actions
        Do nothing
05Morphin
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 4
      Then - Actions
        Animation - Change FearandDeath_ground's animation speed to 0.00% of its original speed
        Set VariableSet Scene05_animationcounter = 5
      Else - Actions
        Do nothing
05SFX on keeper
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 5
      Then - Actions
        Special Effect - Create a special effect attached to the chest (attachpoint) of The Keepers 0057 <gen> using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
        Special Effect - Create a special effect attached to the chest (attachpoint) of The Keepers 0057 <gen> using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
        Animation - Play The Keepers 0057 <gen>'s death (animationname) animation
        Animation - Change The Keepers 0057 <gen>'s animation speed to 20.00% of its original speed
        Trigger - Add to _____05Stand3_kill <gen> the event (Scene05_animationtimer expires)
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 1.00 seconds
        Set VariableSet Scene05_animationcounter = 6
      Else - Actions
        Do nothing
05Stand3 kill
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 6
      Then - Actions
        Animation - Change FearandDeath_ground's animation speed to 25.00% of its original speed
        Set VariableSet Scene05_animationcounter = 7
        Set VariableSet CameraPanTime = 0.50
        Set VariableSet CameraInfluencer = gg_cam_Scene08_Camera08
        Set VariableSet Camera_MaxNewPans = 5
        Camera - .Apply. CameraInfluencer for Player 1 (Red) over 1.00 seconds
        Special Effect - Create a special effect attached to the chest (attachpoint) of The Keepers 0057 <gen> using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
        Trigger - Add to _____05Cameraslowing <gen> the event (Scene05_animationtimer expires)
        Countdown Timer - Start Scene05_animationtimer as a One-shot timer that will expire in 0.50 seconds
      Else - Actions
        Do nothing
05Cameraslowing
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene05_animationcounter Equal to 7
      Then - Actions
        Set VariableSet Scene05_animationcounter = 8
        Trigger - Turn on Pan_Slow_Camera <gen>
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Animation - Change FearandDeath_flying's animation speed to 100% of its original speed
        Animation - Change FearandDeath_ground's animation speed to 100% of its original speed
        Animation - Play FearandDeath_ground's Morph (animationname) animation
        Animation - Play FearandDeath_flying's Morph Alternate (animationname) animation
        Animation - Queue FearandDeath_flying's stand (animationname) animation
        Countdown Timer - Start Scene06start as a One-shot timer that will expire in 0.50 seconds
      Else - Actions
        Do nothing
06pt1
  Events
    Time - Scene06start expires
  Conditions
  Actions
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 3500.00, density 0.00 and color (10.00%, 6.00%, 0.00%)
    -------- ----------------------- --------
    Set VariableSet TheWise = The Wise 0013 <gen>
    Set VariableSet Scene06_FD_Distance = 1.00
    Set VariableSet Scene06_FD_Distance_Inc = 3.00
    Set VariableSet Scene06_BlackSpirits_disDEC = 4.00
    Set VariableSet Scene06_BlackSpirits_heightINC = 5.00
    Set VariableSet Scene06_BlackSpirits_angINC = 15.00
    Animation - Change FearandDeath_flying's animation speed to 0.00% of its original speed
    Set VariableSet T_point1 = (Center of Scene06_FearandDeathCreate <gen>)
    Unit - Move FearandDeath_flying instantly to T_point1, facing 0.00 degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Unit - Make FearandDeath_flying face 0.00 over 0 seconds
    Animation - Change FearandDeath_flying flying height to 0.00 at 0.00
    Unit - Hide Scene06_Phoenix
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Scene06_Camera01 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Unhide FearandDeath_flying
    Animation - Change FearandDeath_flying's animation speed to 100.00% of its original speed
    Unit - Make TheWise face 180.00 over 1.00 seconds
    Wait 1.00 seconds
    Custom script: call SetUnitAnimationByIndex (udg_TheWise, 6)
    Trigger - Turn on _____06CreateDarkSphere <gen>
    Animation - Queue TheWise's stand (animationname) animation
    Animation - Play FearandDeath_flying's Spell Channel (animationname) animation
    Wait 1.00 seconds
    Unit - Unhide Scene06_Phoenix
    Set VariableSet T_point1 = (Position of FearandDeath_flying)
    Unit - Order Scene06_Phoenix to Move To.T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet Scene06_Phoenix_heightdec = 3.00
    Set VariableSet Scene06_Phoenix_size = 300.00
    Trigger - Turn on _____06Phoenix <gen>
    Set VariableSet CameraPanTime = 2.00
    Set VariableSet CameraInfluencer = gg_cam_Scene06_Camera02
    Set VariableSet Camera_MaxNewPans = 10
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 3.00 seconds
    Wait 2.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    Wait 3.00 seconds
    Trigger - Turn on _____06Move_FearandDeath <gen>
    Trigger - Turn off _____06CreateDarkSphere <gen>
    For each (Integer A) from 0 to Scene06_BlackSpirits_Count, do (Actions)
      Loop - Actions
        Unit - Kill Scene06_BlackSpirits[(Integer A)]
    Animation - Play FearandDeath_flying's Walk (animationname) animation, using only Common animations
    Countdown Timer - Start Scene06_timer as a One-shot timer that will expire in 1.44 seconds
    Set VariableSet CameraPanTime = 1.00
    Set VariableSet CameraInfluencer = gg_cam_Scene06_Camera03
    Set VariableSet Camera_MaxNewPans = 10
    Camera - .Apply. CameraInfluencer for Player 1 (Red) over 2.00 seconds
    Wait 1.00 seconds
    Trigger - Turn on Pan_Slow_Camera <gen>
    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 1.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 3500.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    -------- ----------------------- --------
    Camera - .Apply. gg_cam_Scene06_Camera04 for Player 1 (Red) over 0 seconds
    Set VariableSet T_point1 = (Center of Scene06_Create_FD <gen>)
    Unit - Move FearandDeath_ground instantly to T_point1, facing 270.00 degrees
    Unit - Unhide FearandDeath_ground
    Animation - Reset FearandDeath_ground's animation
    Animation - Change FearandDeath_ground flying height to 0.00 at 0.00
    Custom script: call RemoveLocation (udg_T_point1)
    Unit - Unhide The_Chief
    Unit - Change color of The_Chief to Light Blue
    Wait 1.00 seconds
    Animation - Play The_Chief's Spell (animationname) animation
    Countdown Timer - Start Scene06_ChiefTimer[1] as a One-shot timer that will expire in 0.75 seconds
    Wait 2.00 seconds
    Set VariableSet T_point1 = (Center of Scene06_JumpChief <gen>)
    Unit - Order The_Chief to Move To.T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Camera - .Apply. gg_cam_Scene06_Camera05 for Player 1 (Red) over 4.00 seconds
06CreateDarkSphere
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene06_BlackSpirits_Counter = (Scene06_BlackSpirits_Counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene06_BlackSpirits_Count Less than 25
        Scene06_BlackSpirits_Counter Equal to 2
      Then - Actions
        Set VariableSet Scene06_BlackSpirits_Counter = 0
        Set VariableSet T_point1 = (Position of FearandDeath_flying)
        Set VariableSet T_point2 = (T_point1 offset by 200.00 towards (Random real number between 0 and 360.00) degrees.)
        Unit - Create 1.blackspirit SFX (small) for Neutral Passive at T_point2 facing Default building facing degrees
        Set VariableSet Scene06_BlackSpirits_Count = (Scene06_BlackSpirits_Count + 1)
        Set VariableSet Scene06_BlackSpirits[Scene06_BlackSpirits_Count] = (Last created unit)
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
      Else - Actions
    For each (Integer A) from 1 to Scene06_BlackSpirits_Count, do (Actions)
      Loop - Actions
        Set VariableSet T_point1 = (Position of FearandDeath_flying)
        Set VariableSet T_point2 = (Position of Scene06_BlackSpirits[(Integer A)])
        Set VariableSet T_point3 = (T_point1 offset by ((Distance between T_point1 and T_point2) - Scene06_BlackSpirits_disDEC) towards ((Angle from T_point1 to T_point2) + Scene06_BlackSpirits_angINC) degrees.)
        Unit - Move Scene06_BlackSpirits[(Integer A)] instantly to T_point3
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
        Custom script: call RemoveLocation (udg_T_point3)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current flying height of Scene06_BlackSpirits[(Integer A)]) Less than 200.00
          Then - Actions
            Animation - Change Scene06_BlackSpirits[(Integer A)] flying height to ((Current flying height of Scene06_BlackSpirits[(Integer A)]) + Scene06_BlackSpirits_heightINC) at 0.00
          Else - Actions
            Animation - Change Scene06_BlackSpirits[(Integer A)] flying height to 0.00 at 0.00
            Set VariableSet T_point1 = (Position of FearandDeath_flying)
            Set VariableSet T_point2 = (T_point1 offset by 200.00 towards (Random real number between 0 and 360.00) degrees.)
            Unit - Move Scene06_BlackSpirits[(Integer A)] instantly to T_point2
            Custom script: call RemoveLocation (udg_T_point1)
            Custom script: call RemoveLocation (udg_T_point2)
06Phoenix
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene06_Phoenix_size = (Scene06_Phoenix_size - 2.00)
    Animation - Change Scene06_Phoenix's size to (Scene06_Phoenix_size%, Scene06_Phoenix_size%, Scene06_Phoenix_size%) of its original size
    Animation - Change Scene06_Phoenix flying height to ((Current flying height of Scene06_Phoenix) - Scene06_Phoenix_heightdec) at 0.00
06Phoenix death
  Events
    Unit - A unit comes within 75.00 of Demon Hunter - dummy 0021 <gen>
  Conditions
    (Entering unit) Equal to Scene06_Phoenix
  Actions
    Unit - Kill Scene06_Phoenix
    Set VariableSet T_point1 = (Position of Scene06_Phoenix)
    Special Effect - Create a special effect at T_point1 using Abilities\Spells\Other\BreathOfFire\BreathOfFireMissile.mdl
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet T_point1 = (Center of Scene06_SFX1 <gen>)
    Unit - Create 1.Phoenix Death SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene06_Phoenix_SFX_Count = (Scene06_Phoenix_SFX_Count + 1)
    Set VariableSet Scene06_Phoenix_SFX[Scene06_Phoenix_SFX_Count] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet T_point1 = (Center of Scene06_SFX2 <gen>)
    Unit - Create 1.Phoenix Death SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene06_Phoenix_SFX_Count = (Scene06_Phoenix_SFX_Count + 1)
    Set VariableSet Scene06_Phoenix_SFX[Scene06_Phoenix_SFX_Count] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet T_point1 = (Center of Scene06_SFX3 <gen>)
    Unit - Create 1.Phoenix Death SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene06_Phoenix_SFX_Count = (Scene06_Phoenix_SFX_Count + 1)
    Set VariableSet Scene06_Phoenix_SFX[Scene06_Phoenix_SFX_Count] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet T_point1 = (Center of Scene06_SFX4 <gen>)
    Unit - Create 1.Phoenix Death SFX for Neutral Passive at T_point1 facing Default building facing degrees
    Set VariableSet Scene06_Phoenix_SFX_Count = (Scene06_Phoenix_SFX_Count + 1)
    Set VariableSet Scene06_Phoenix_SFX[Scene06_Phoenix_SFX_Count] = (Last created unit)
    Custom script: call RemoveLocation (udg_T_point1)
    Trigger - Turn off _____06Phoenix <gen>
    Wait 2.00 seconds
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Unit - Kill Scene06_Phoenix_SFX[(Integer A)]
        Unit - Remove Scene06_Phoenix_SFX[(Integer A)] from the game
06Move FearandDeath
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene06_FD_Distance = (Scene06_FD_Distance + Scene06_FD_Distance_Inc)
    Set VariableSet T_point1 = (Position of FearandDeath_flying)
    Set VariableSet T_point2 = (T_point1 offset by Scene06_FD_Distance towards 0.00 degrees.)
    Unit - Move FearandDeath_flying instantly to T_point2
    Custom script: call RemoveLocation (udg_T_point1)
    Custom script: call RemoveLocation (udg_T_point2)
    Animation - Play FearandDeath_flying's Walk (animationname) animation
    Set VariableSet Scene06_AnimationCounter = (Scene06_AnimationCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene06_AnimationCounter Equal to 5
      Then - Actions
        Animation - Play TheWise's Spell channel (animationname) animation
      Else - Actions
06FearandDeath Attack
  Events
    Time - Scene06_timer expires
  Conditions
  Actions
    Trigger - Turn off _____06Move_FearandDeath <gen>
    Animation - Play TheWise's Death (animationname) animation
06Chief Animation
  Events
    Time - Scene06_ChiefTimer[1] expires
  Conditions
  Actions
    Special Effect - Create a special effect attached to the weapon (attachpoint) of The_Chief using Abilities\Spells\Orc\EtherealForm\SpiritWalkerChange.mdl
    Set VariableSet Scene06_TheChief_SFX[Scene06_TheChief_SFX_Count] = (Last created special effect)
    Set VariableSet Scene06_TheChief_SFX_Count = (Scene06_TheChief_SFX_Count + 1)
06pt2
  Events
    Unit - A unit enters Scene06_JumpChief <gen>
  Conditions
  Actions
    Unit - Order The_Chief to Stop.
    Animation - Play TheWise's stand (animationname) animation, using only Common animations
    -------- Linear Fly setup --------
    Set VariableSet SYS_LinearFly_Height = 30.00
    Set VariableSet SYS_LinearFly_Duration = 2.50
    Set VariableSet SYS_LinearFly_Distance = 20.00
    Set VariableSet SYS_LinearFly_Angle = 90.00
    Set VariableSet SYS_LinearFly_Height_decreaser = ((SYS_LinearFly_Height x 2.00) / (SYS_LinearFly_Duration x 25.00))
    Set VariableSet SYS_LinearFly_Unit = The_Chief
    Set VariableSet T_point1 = (Position of The_Chief)
    Special Effect - Create a special effect at T_point1 using Abilities\Spells\NightElf\Taunt\TauntCaster.mdl
    Custom script: call RemoveLocation (udg_T_point1)
    Animation - Play The_Chief's Stand Victory (animationname) animation
    Trigger - Turn on SYS_Linear_Fly <gen>
    Countdown Timer - Start Scene06_ChiefTimer[2] as a One-shot timer that will expire in 2.55 seconds
06pt3
  Events
    Time - Scene06_ChiefTimer[2] expires
  Conditions
  Actions
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 4500.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    -------- ----------------------- --------
    Unit - Order The_Chief to Stop.
    Animation - Play The_Chief's stand (animationname) animation, using only Common animations
    Set VariableSet T_point1 = (Position of The_Chief)
    Unit - Move The_Chief instantly to T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Camera - .Apply. gg_cam_Scene06_Camera06 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene06_Camera07 for Player 1 (Red) over 3.00 seconds
    Set VariableSet T_point1 = (Center of Scene06_Create_FD <gen>)
    Unit - Order The_Chief to Move To.T_point1
    Custom script: call RemoveLocation (udg_T_point1)
    Trigger - Turn on _____06ShootBlackSpirits <gen>
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Scene06_Camera08 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene06_Camera09 for Player 1 (Red) over 8.00 seconds
    Animation - Change FearandDeath_ground's animation speed to 25.00% of its original speed
    Animation - Play FearandDeath_ground's Spell Throw (animationname) animation
    Set VariableSet Scene06_BS_distanceINC = 0.10
    Set VariableSet Scene06_BS_height_dec = 0.05
    For each (Integer A) from 0 to 50, do (Actions)
      Loop - Actions
        Set VariableSet Scene06_BS_distanceDEC[(Integer A)] = 0.01
        Set VariableSet Scene06_BS_distance[(Integer A)] = 150.00
        Set VariableSet Scene06_BS_height[(Integer A)] = 5.00
    Wait 4.00 seconds
    Animation - Play FearandDeath_ground's stand (animationname) animation, using only Common animations
    Animation - Change FearandDeath_ground's animation speed to 100.00% of its original speed
    Wait 2.00 seconds
06ShootBlackSpirits
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    Set VariableSet Scene06_BS_counter = (Scene06_BS_counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene06_BS_counter Equal to 3
        Scene06_BS_count Less than 30
      Then - Actions
        Set VariableSet Scene06_BS_counter = 0
        Set VariableSet T_point1 = (Position of FearandDeath_ground)
        Unit - Create 1.blackspirit SFX (small) for Neutral Passive at T_point1 facing Default building facing degrees
        Custom script: call RemoveLocation (udg_T_point1)
        Set VariableSet Scene06_BS_count = (Scene06_BS_count + 1)
        Set VariableSet Scene06_BS[Scene06_BS_count] = (Last created unit)
        Set VariableSet Scene06_BS_start_angle[Scene06_BS_count] = (Random real number between 265.00 and 275.00)
        Set VariableSet Scene06_BS_trans[Scene06_BS_count] = 0.00
        Set VariableSet Scene06_BS_start[Scene06_BS_count] = True
      Else - Actions
    For each (Integer A) from 1 to Scene06_BS_count, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene06_BS_start[(Integer A)] Equal to True
          Then - Actions
            Set VariableSet T_point1 = (Position of Scene06_BS[(Integer A)])
            Set VariableSet T_point2 = (T_point1 offset by 20.00 towards Scene06_BS_start_angle[(Integer A)] degrees.)
            Unit - Move Scene06_BS[(Integer A)] instantly to T_point2
            Custom script: call RemoveLocation (udg_T_point1)
            Custom script: call RemoveLocation (udg_T_point2)
            Set VariableSet Scene06_BS_trans[(Integer A)] = (Scene06_BS_trans[(Integer A)] + 4.00)
            Animation - Change Scene06_BS[(Integer A)]'s vertex coloring to (100%, 100%, 100%) with Scene06_BS_trans[(Integer A)]% transparency
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene06_BS_trans[(Integer A)] Greater than or equal to 100.00
            Scene06_BS_circularmove[(Integer A)] Equal to False
          Then - Actions
            Set VariableSet Scene06_BS_start[(Integer A)] = False
            Set VariableSet Scene06_BS_circularmove[(Integer A)] = True
            Animation - Change Scene06_BS[(Integer A)]'s vertex coloring to (100%, 100%, 100%) with 0.00% transparency
            Unit - Set The_Chief movement speed to ((Current movement speed of The_Chief) - 16.62)
            Set VariableSet T_point1 = (Position of The_Chief)
            Set VariableSet T_point2 = (T_point1 offset by Scene06_BS_distance[(Integer A)] towards (Random real number between 0.00 and 360.00) degrees.)
            Unit - Move Scene06_BS[(Integer A)] instantly to T_point2
            Custom script: call RemoveLocation (udg_T_point1)
            Custom script: call RemoveLocation (udg_T_point2)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene06_BS_circularmove[(Integer A)] Equal to True
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Current flying height of Scene06_BS[(Integer A)]) Greater than or equal to 50.00
              Then - Actions
                Set VariableSet Scene06_BS_distanceDEC[(Integer A)] = (Scene06_BS_distanceDEC[(Integer A)] + Scene06_BS_distanceINC)
              Else - Actions
            Set VariableSet Scene06_BS_distance[(Integer A)] = (Scene06_BS_distance[(Integer A)] - Scene06_BS_distanceDEC[(Integer A)])
            Set VariableSet T_point1 = (Position of The_Chief)
            Set VariableSet T_point2 = (Position of Scene06_BS[(Integer A)])
            Set VariableSet T_point3 = (T_point1 offset by Scene06_BS_distance[(Integer A)] towards ((Angle from T_point1 to T_point2) + 15.00) degrees.)
            Unit - Move Scene06_BS[(Integer A)] instantly to T_point3
            Custom script: call RemoveLocation (udg_T_point1)
            Custom script: call RemoveLocation (udg_T_point2)
            Custom script: call RemoveLocation (udg_T_point3)
            Set VariableSet Scene06_BS_height[(Integer A)] = (Scene06_BS_height[(Integer A)] - Scene06_BS_height_dec)
            Animation - Change Scene06_BS[(Integer A)] flying height to ((Current flying height of Scene06_BS[(Integer A)]) + Scene06_BS_height[(Integer A)]) at 0.00
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene06_BS_distance[(Integer A)] Less than or equal to 5.00
              Then - Actions
                Set VariableSet Scene06_BS_SFX_counter = (Scene06_BS_SFX_counter + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Scene06_BS_SFX_counter Equal to 10
                    Scene06_BS_Killcount Less than 4
                  Then - Actions
                    Set VariableSet Scene06_BS_SFX_counter = 0
                    Set VariableSet Scene06_BS_Killcount = (Scene06_BS_Killcount + 1)
                    Set VariableSet T_point1 = (Position of The_Chief)
                    Special Effect - Create a special effect at T_point1 using Objects\Spawnmodels\Human\HumanBlood\HumanBloodRifleman.mdl
                    Custom script: call RemoveLocation (udg_T_point1)
                    Set VariableSet Scene06_BS_SFX_count = (Scene06_BS_count + 1)
                    Set VariableSet Scene06_BS_SFX[Scene06_BS_count] = (Last created special effect)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Scene06_BS_Killcount Equal to 4
                      Then - Actions
                        Unit - Kill The_Chief
                        Countdown Timer - Start Scene06_ChiefTimer[3] as a One-shot timer that will expire in 1.00 seconds
                        Countdown Timer - Start Scene06_ChiefTimer[4] as a One-shot timer that will expire in 0.10 seconds
                        Countdown Timer - Start Scene06_ChiefTimer[5] as a One-shot timer that will expire in 2.00 seconds
                      Else - Actions
                  Else - Actions
                Set VariableSet Scene06_BS_distanceDEC[(Integer A)] = 1.00
                Set VariableSet Scene06_BS_distance[(Integer A)] = 150.00
                Set VariableSet T_point1 = (Position of The_Chief)
                Set VariableSet T_point2 = (T_point1 offset by Scene06_BS_distance[(Integer A)] towards (Random real number between 0.00 and 360.00) degrees.)
                Unit - Move Scene06_BS[(Integer A)] instantly to T_point2
                Custom script: call RemoveLocation (udg_T_point1)
                Custom script: call RemoveLocation (udg_T_point2)
                Custom script: call RemoveLocation (udg_T_point3)
                Set VariableSet Scene06_BS_height[(Integer A)] = 5.00
                Animation - Change Scene06_BS[(Integer A)] flying height to 0.00 at 0.00
              Else - Actions
          Else - Actions
06pt4
  Events
    Time - Scene06_ChiefTimer[3] expires
  Conditions
  Actions
    Camera - .Apply. gg_cam_Scene06_Camera10 for Player 1 (Red) over 3.00 seconds
    Animation - Play FearandDeath_ground's Spell (animationname) animation
    Set VariableSet T_point1 = (Position of The_Chief)
    Set VariableSet T_point2 = (T_point1 offset by 30.00 towards 190.00 degrees.)
    Unit - Move Banner SFX 0061 <gen> instantly to T_point2
    Custom script: call RemoveLocation (udg_T_point1)
    Animation - Change Banner SFX 0061 <gen> flying height to -10.00 at 700.00
    Trigger - Turn off _____06ShootBlackSpirits <gen>
    For each (Integer A) from 0 to Scene06_BS_count, do (Actions)
      Loop - Actions
        Unit - Kill Scene06_BS[(Integer A)]
    Wait 1.00 seconds
    For each (Integer A) from 0 to Scene06_BS_count, do (Actions)
      Loop - Actions
        Unit - Remove Scene06_BS[(Integer A)] from the game
    Wait 1.00 seconds
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Run _07 <gen> (checking conditions)
    -------- Cinematic End --------
    Wait 20.00 seconds
    Game - Victory Player 1 (Red) (Skip dialogs, Show scores)
06Chiefkillanimation
  Events
    Time - Scene06_ChiefTimer[4] expires
  Conditions
  Actions
    Animation - Change The_Chief's animation speed to 40.00% of its original speed
06Chiefkillanimation Copy
  Events
    Time - Scene06_ChiefTimer[5] expires
  Conditions
  Actions
    Animation - Change The_Chief's animation speed to 1.00% of its original speed
SET SCENERY SETUP
07
  Events
  Conditions
  Actions
    -------- Scenery setup --------
    Environment - Set fog to style Linear, z-start 0.00, z-end 10000.00, density 0.00 and color (5.00%, 2.50%, 2.50%)
    -------- ----------------------- --------
    -------- Soldier Setup --------
    Set VariableSet Scene07_Soldier_number = (Scene07_Soldier_number + 1)
    Set VariableSet Scene07_Soldiers[Scene07_Soldier_number] = Warriors 0063 <gen>
    Set VariableSet Scene07_Soldier_Angle[Scene07_Soldier_number] = 160.00
    Set VariableSet Scene07_Soldier_heightINC[Scene07_Soldier_number] = 8.00
    Set VariableSet Scene07_Soldier_heightDEC[Scene07_Soldier_number] = 0.20
    Set VariableSet Scene07_Soldier_number = (Scene07_Soldier_number + 1)
    Set VariableSet Scene07_Soldiers[Scene07_Soldier_number] = Warriors 0065 <gen>
    Set VariableSet Scene07_Soldier_Angle[Scene07_Soldier_number] = 170.00
    Set VariableSet Scene07_Soldier_heightINC[Scene07_Soldier_number] = 10.00
    Set VariableSet Scene07_Soldier_heightDEC[Scene07_Soldier_number] = 0.28
    Set VariableSet Scene07_Soldier_number = (Scene07_Soldier_number + 1)
    Set VariableSet Scene07_Soldiers[Scene07_Soldier_number] = Warriors 0062 <gen>
    Set VariableSet Scene07_Soldier_Angle[Scene07_Soldier_number] = 190.00
    Set VariableSet Scene07_Soldier_heightINC[Scene07_Soldier_number] = 11.00
    Set VariableSet Scene07_Soldier_heightDEC[Scene07_Soldier_number] = 0.32
    Set VariableSet Scene07_Soldier_number = (Scene07_Soldier_number + 1)
    Set VariableSet Scene07_Soldiers[Scene07_Soldier_number] = Warriors 0064 <gen>
    Set VariableSet Scene07_Soldier_Angle[Scene07_Soldier_number] = 200.00
    Set VariableSet Scene07_Soldier_heightINC[Scene07_Soldier_number] = 9.00
    Set VariableSet Scene07_Soldier_heightDEC[Scene07_Soldier_number] = 0.24
    -------- ---------------------- --------
    Set VariableSet Scene07_Shadowblade = Shadowblade 0066 <gen>
    Set VariableSet Scene07_Soldier_Distance = 5.00
    -------- Test --------
    Set VariableSet T_point1 = (Center of Scene06_Create_FD <gen>)
    Unit - Move FearandDeath_flying instantly to T_point1, facing 0.00 degrees
    Unit - Unhide FearandDeath_flying
    Unit - Hide FearandDeath_ground
    Animation - Reset FearandDeath_flying's animation
    Animation - Change FearandDeath_flying's animation speed to 100% of its original speed
    Animation - Change FearandDeath_flying flying height to 0.00 at 0.00
    Custom script: call RemoveLocation (udg_T_point1)
    -------- ----------------------- --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Scene07_Camera01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Scene07_Camera02 for Player 1 (Red) over 3.00 seconds
    -------- Move Soldiers --------
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Set VariableSet T_point1 = (Position of Scene07_Soldiers[(Integer A)])
        Set VariableSet T_point2 = (T_point1 offset by 2000.00 towards 180.00 degrees.)
        Unit - Order Scene07_Soldiers[(Integer A)] to Move To.T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
        Animation - Change Scene07_Soldiers[(Integer A)] flying height to 1.00 at 0.00
    Wait 1.00 seconds
    -------- ------------------------ --------
    Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Set VariableSet Scene07_Pancount = (Scene07_Pancount + 1)
    Countdown Timer - Start Scene07_PanTimer as a One-shot timer that will expire in 0.25 seconds
    Wait 2 seconds
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Unit - Order Scene07_Soldiers[(Integer A)] to Human Footman - Defend.
        Unit - Set Scene07_Soldiers[(Integer A)] movement speed to 50.00
    Set VariableSet Scene07_FD_angle = ((Facing of Warriors 0062 <gen>) + 180.00)
    Set VariableSet Scene07_FD_distance = 40.00
    Set VariableSet T_point1 = (Position of Warriors 0062 <gen>)
    Set VariableSet T_point2 = (T_point1 offset by 1200.00 towards 175.00 degrees.)
    Unit - Move FearandDeath_flying instantly to T_point2, facing Scene07_FD_angle degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Custom script: call RemoveLocation (udg_T_point2)
    Countdown Timer - Start Scene07_Timer[1] as a One-shot timer that will expire in 1.00 seconds
    Animation - Play FearandDeath_flying's Walk (animationname) animation
    Animation - Queue FearandDeath_flying's Walk (animationname) animation
    Trigger - Turn on _____07CreateCopies <gen>
    Trigger - Turn on _____07Mover <gen>
07CameraPans
  Events
    Time - Scene07_PanTimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Pancount Equal to 5
      Then - Actions
        Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Camera - .Apply. gg_cam_Scene07_Camera06 for Player 1 (Red) over 0 seconds
        Camera - .Apply. gg_cam_Scene07_Camera07 for Player 1 (Red) over 5.00 seconds
        Wait 3.00 seconds
        Camera - .Apply. gg_cam_Scene07_Camera08 for Player 1 (Red) over 3.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Pancount Equal to 4
      Then - Actions
        Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Set VariableSet Scene07_Pancount = (Scene07_Pancount + 1)
        Countdown Timer - Start Scene07_PanTimer as a One-shot timer that will expire in 0.25 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Pancount Equal to 3
      Then - Actions
        Camera - .Apply. gg_cam_Scene07_Camera04 for Player 1 (Red) over 0 seconds
        Camera - .Apply. gg_cam_Scene07_Camera05 for Player 1 (Red) over 2.00 seconds
        Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Set VariableSet Scene07_Pancount = (Scene07_Pancount + 1)
        Countdown Timer - Start Scene07_PanTimer as a One-shot timer that will expire in 1.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Pancount Equal to 2
      Then - Actions
        Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Set VariableSet Scene07_Pancount = (Scene07_Pancount + 1)
        Countdown Timer - Start Scene07_PanTimer as a One-shot timer that will expire in 0.25 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Pancount Equal to 1
      Then - Actions
        Camera - .Apply. gg_cam_Scene07_Camera03 for Player 1 (Red) over 0 seconds
        Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Set VariableSet Scene07_Pancount = (Scene07_Pancount + 1)
        Countdown Timer - Start Scene07_PanTimer as a One-shot timer that will expire in 1.50 seconds
      Else - Actions
07CreateCopies
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    Set VariableSet T_point1 = (Position of FearandDeath_flying)
    Unit - Create 1.Demon Hunter - dummy (Evil) for Player 1 (Red) at T_point1 facing (Facing of FearandDeath_flying) degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Set VariableSet Scene07_DummyFD_Count = (Scene07_DummyFD_Count + 1)
    Set VariableSet Scene07_DummyFD[Scene07_DummyFD_Count] = (Last created unit)
    Set VariableSet Scene07_DummyFD_trans[Scene07_DummyFD_Count] = (Scene04_FandD_trans x 1)
    Set VariableSet Scene07_FD_dummy_angle[Scene07_DummyFD_Count] = (Facing of FearandDeath_flying)
    Animation - Change Scene07_DummyFD[Scene07_DummyFD_Count]'s vertex coloring to ((Scene04_FandD_coloring x 17.00)%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with Scene07_DummyFD_trans[Scene07_DummyFD_Count]% transparency
    Animation - Change Scene07_DummyFD[Scene07_DummyFD_Count] flying height to 0.00 at 0.00
    Animation - Play Scene07_DummyFD[Scene07_DummyFD_Count]'s Walk (animationname) animation
    Animation - Queue Scene07_DummyFD[Scene07_DummyFD_Count]'s Walk (animationname) animation
07Mover
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_FD_stopmovement Equal to False
      Then - Actions
        Set VariableSet T_point1 = (Position of FearandDeath_flying)
        Set VariableSet T_point2 = (T_point1 offset by Scene07_FD_distance towards Scene07_FD_angle degrees.)
        Unit - Move FearandDeath_flying instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_FD_attack Equal to False
      Then - Actions
        Animation - Play FearandDeath_flying's Walk (animationname) animation
      Else - Actions
    For each (Integer A) from 0 to Scene07_DummyFD_Count, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Scene07_DummyFD_trans[(Integer A)] Greater than or equal to 100.00
            Scene07_DummyFD_trans[(Integer A)] Less than 102.00
          Then - Actions
            Unit - Remove Scene07_DummyFD[(Integer A)] from the game
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Scene07_DummyFD_trans[(Integer A)] Less than 100.00
              Then - Actions
                Set VariableSet Scene07_DummyFD_trans[(Integer A)] = (Scene07_DummyFD_trans[(Integer A)] + 2.00)
                Set VariableSet T_point1 = (Position of Scene07_DummyFD[(Integer A)])
                Set VariableSet T_point2 = (T_point1 offset by (Scene07_FD_distance / 2.00) towards Scene07_FD_dummy_angle[(Integer A)] degrees.)
                Unit - Move Scene07_DummyFD[(Integer A)] instantly to T_point2
                Custom script: call RemoveLocation (udg_T_point1)
                Custom script: call RemoveLocation (udg_T_point2)
                Animation - Change Scene07_DummyFD[(Integer A)]'s vertex coloring to ((Scene04_FandD_coloring x 17.00)%, Scene04_FandD_coloring%, Scene04_FandD_coloring%) with Scene07_DummyFD_trans[(Integer A)]% transparency
                Animation - Play Scene07_DummyFD[(Integer A)]'s Walk (animationname) animation
              Else - Actions
07Switch
  Events
    Time - Scene07_Timer[1] expires
  Conditions
  Actions
    Set VariableSet Scene07_FD_angle = (Facing of Warriors 0062 <gen>)
    Set VariableSet T_point1 = (Position of Warriors 0062 <gen>)
    Set VariableSet T_point2 = (T_point1 offset by 1000.00 towards ((Facing of Warriors 0062 <gen>) + 185.00) degrees.)
    Unit - Move FearandDeath_flying instantly to T_point2, facing Scene07_FD_angle degrees
    Custom script: call RemoveLocation (udg_T_point1)
    Custom script: call RemoveLocation (udg_T_point2)
    Unit - Make FearandDeath_flying face 180.00 over 0.01 seconds
    Countdown Timer - Start Scene07_Timer[2] as a One-shot timer that will expire in 1.00 seconds
07kill
  Events
    Time - Scene07_Timer[2] expires
  Conditions
  Actions
    Set VariableSet Scene07_FD_attack = True
    Custom script: call SetUnitAnimationByIndex (udg_FearandDeath_flying, 4)
    Set VariableSet T_point1 = (Position of FearandDeath_flying)
    Set VariableSet T_point2 = (T_point1 offset by 50.00 towards 0.00 degrees.)
    Unit - Move Scene07_Shadowblade instantly to T_point2
    Custom script: call RemoveLocation (udg_T_point1)
    Custom script: call RemoveLocation (udg_T_point2)
    Animation - Change Scene07_Shadowblade's vertex coloring to (100%, 1.00%, 1.00%) with 0% transparency
    Trigger - Turn on _____07DeathSoldier <gen>
    Countdown Timer - Start Scene07_Timer[3] as a One-shot timer that will expire in 0.10 seconds
    Countdown Timer - Start Scene07_Timer[4] as a One-shot timer that will expire in 0.60 seconds
    Trigger - Turn off _____07CreateCopies <gen>
07stop
  Events
    Time - Scene07_Timer[3] expires
  Conditions
  Actions
    Set VariableSet Scene07_FD_stopmovement = True
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Animation - Play Scene07_Soldiers[(Integer A)]'s death (animationname) animation
        Animation - Change Scene07_Soldiers[(Integer A)]'s animation speed to 15.00% of its original speed
        Unit - Order Scene07_Soldiers[(Integer A)] to Stop.
07ContinueFD
  Events
    Time - Scene07_Timer[4] expires
  Conditions
  Actions
    Animation - Reset FearandDeath_flying's animation
    Unit - Order FearandDeath_flying to Stop.
    Set VariableSet T_point1 = (Position of FearandDeath_flying)
    Set VariableSet T_point2 = (T_point1 offset by 1000.00 towards 180.00 degrees.)
    Unit - Order FearandDeath_flying to Move To.T_point2
    Custom script: call RemoveLocation (udg_T_point1)
    Custom script: call RemoveLocation (udg_T_point2)
    Unit - Set FearandDeath_flying movement speed to 200.00
07DeathSoldier
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Scene07_Shadowblade_trans Less than 100.00
      Then - Actions
        Set VariableSet T_point1 = (Position of Scene07_Shadowblade)
        Set VariableSet T_point2 = (T_point1 offset by 30.00 towards 180.00 degrees.)
        Unit - Move Scene07_Shadowblade instantly to T_point2
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
        Set VariableSet Scene07_Shadowblade_trans = (Scene07_Shadowblade_trans + 1.00)
        Animation - Change Scene07_Shadowblade's vertex coloring to (100%, 0.00%, 0.00%) with Scene07_Shadowblade_trans% transparency
      Else - Actions
        Unit - Remove Scene07_Shadowblade from the game
    For each (Integer A) from 1 to Scene07_Soldier_number, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current flying height of Scene07_Soldiers[(Integer A)]) Greater than 0.50
          Then - Actions
            Set VariableSet T_point1 = (Position of Scene07_Soldiers[(Integer A)])
            Set VariableSet T_point2 = (T_point1 offset by Scene07_Soldier_Distance towards Scene07_Soldier_Angle[(Integer A)] degrees.)
            Unit - Move Scene07_Soldiers[(Integer A)] instantly to T_point2
            Custom script: call RemoveLocation (udg_T_point1)
            Custom script: call RemoveLocation (udg_T_point2)
            Set VariableSet Scene07_Soldier_heightINC[(Integer A)] = (Scene07_Soldier_heightINC[(Integer A)] - Scene07_Soldier_heightDEC[(Integer A)])
            Animation - Change Scene07_Soldiers[(Integer A)] flying height to ((Current flying height of Scene07_Soldiers[(Integer A)]) + Scene07_Soldier_heightINC[(Integer A)]) at 0.00
          Else - Actions
            Animation - Change Scene07_Soldiers[(Integer A)]'s animation speed to 75.00% of its original speed
Cameratimer
  Events
    Time - Cameratimer expires
  Conditions
  Actions
    Trigger - Turn on Pan_Slow_Camera <gen>
Pan Slow Camera
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet Camera_counter = (Camera_counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camera_counter Less than Camera_MaxNewPans
      Then - Actions
        Camera - .Apply. CameraInfluencer for Player 1 (Red) over CameraPanTime seconds
      Else - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet Camera_counter = 0
Pan Fasten Camera
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet Camera_counter = (Camera_counter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Camera_counter Less than Camera_MaxNewPans
      Then - Actions
        Set VariableSet CameraPanTime = (CameraPanTime - CameraPanTime_decreaser)
        Camera - .Apply. CameraInfluencer for Player 1 (Red) over CameraPanTime seconds
      Else - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet Camera_counter = 0
SYS Linear Fly
  Events
    Time - Every 0.04 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SYS_LinearFly_Timer Less than SYS_LinearFly_Duration
      Then - Actions
        Set VariableSet SYS_LinearFly_Timer = (SYS_LinearFly_Timer + 0.04)
        Set VariableSet SYS_LinearFly_Height = (SYS_LinearFly_Height - SYS_LinearFly_Height_decreaser)
        Animation - Change SYS_LinearFly_Unit flying height to ((Current flying height of SYS_LinearFly_Unit) + SYS_LinearFly_Height) at 0.00
        Set VariableSet T_point1 = (Position of SYS_LinearFly_Unit)
        Set VariableSet T_point2 = (T_point1 offset by SYS_LinearFly_Distance towards SYS_LinearFly_Angle degrees.)
        Unit - Move SYS_LinearFly_Unit instantly to T_point2, facing SYS_LinearFly_Angle degrees
        Custom script: call RemoveLocation (udg_T_point1)
        Custom script: call RemoveLocation (udg_T_point2)
      Else - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet SYS_LinearFly_Timer = 0.00