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Trigger Viewer



































































































































































































































































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.
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-
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
- 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 =-----------------------=
=-----------------------= 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
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
Special effect sound when going into white fade filter in Scene02
Remove the 1 second wait before running trigger
































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































x25





































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































Basically the trigger advances into the trigger 04Camerapans.
REMOVE THE 1 SECOND WAIT WHEN YOUR NOT DIRECTLY PANNING TO THIS TRIGGER!!!
REMOVE THE 1 SECOND WAIT WHEN YOUR NOT DIRECTLY PANNING TO THIS TRIGGER!!!





















































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































SET SCENERY SETUP























































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































