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Triggers
FinalFlash.w3x
Variables
Initialization
Initialization
ESC
Creep Respawn
Respawn
Spell
Final Flash
Missiles
Name
Type
is_array
initial_value
Angle
real
Yes
Caster
unit
Yes
Dummy
unit
Yes
Eff
effect
Yes
Point
location
Yes
UnitGroup
group
Yes
Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Camera - Set Player 1 (Red) 's camera Height Offset to 400.00 over 0 seconds
Game - Display to (All players) for 30 seconds the text: PRESS ESC FOR REFRESH
ESC
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to 100 %
Unit - Set mana of (Picked unit) to 100 %
Unit - Reset ability cooldowns for (Picked unit) .
Respawn
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
Actions
Wait 15.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Final Flash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Final Flash
Actions
Set Variable Set Caster[1] = (Triggering unit)
Set Variable Set Point[1] = (Position of Caster[1])
Set Variable Set Point[2] = (Target point of ability being cast)
Set Variable Set Angle[1] = (Facing of Caster[1])
Set Variable Set Point[3] = (Point[1] offset by 150.00 towards Angle[1] degrees.)
Unit - Order Caster[1] to Stop .
Unit - Pause Caster[1]
Animation - Play Caster[1] 's morph animation
Animation - Change Caster[1] 's animation speed to 40.00 % of its original speed
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Caster[1] using Flash.mdx
Set Variable Set Eff[1] = (Last created special effect)
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Caster[1] using Flash.mdx
Set Variable Set Eff[2] = (Last created special effect)
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Caster[1] using war3mapImported\Bibang.mdx
Set Variable Set Eff[3] = (Last created special effect)
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Caster[1] using war3mapImported\Bibang.mdx
Set Variable Set Eff[4] = (Last created special effect)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Caster[1] using war3mapImported\HolyAwakening.mdx
Set Variable Set Eff[5] = (Last created special effect)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Caster[1] using war3mapImported\BitchAura.mdx
Set Variable Set Eff[6] = (Last created special effect)
Wait 3.50 seconds
Animation - Change Caster[1] 's animation speed to 100 % of its original speed
Animation - Play Caster[1] 's spell throw animation
Unit - Create 1 . DummyFinalFlash2 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[1] = (Last created unit)
Unit - Create 1 . DummyFinalFlash5 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[5] = (Last created unit)
Unit - Create 1 . DummyFinalFlash5 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[2] = (Last created unit)
Unit - Create 1 . DummyFinalFlash for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[4] = (Last created unit)
Unit - Create 1 . DummyFinalFlash4 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[3] = (Last created unit)
Animation - Change Dummy[3] 's animation speed to 50.00 % of its original speed
Unit - Create 1 . DummyFinalFlash6 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
Set Variable Set Dummy[6] = (Last created unit)
Animation - Change Dummy[6] 's animation speed to 100.00 % of its original speed
Wait 0.05 seconds
Trigger - Turn on Missiles <gen>
Custom script: call RemoveLocation (udg_Point[1])
Missiles
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set Point[4] = (Position of Dummy[4])
Set Variable Set Point[5] = (Point[4] offset by 60.00 towards Angle[1] degrees.)
Unit - Move Dummy[4] instantly to Point[5]
Unit - Create 1 . DummyFinalFlash3 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at Point[4] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Set Variable Set UnitGroup[1] = (Units within 200.00 of Point[4] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster[1]).) Equal to True))).)
Set Variable Set UnitGroup[2] = (Units within 400.00 of Point[4] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster[1]).) Equal to True))).)
Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
Loop - Actions
Unit - Kill Dummy[4]
Unit - Cause Caster[1] to damage (Picked unit) , dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dummy[4] is dead) Equal to True
Then - Actions
Unit - Remove Dummy[1] from the game
Unit - Remove Dummy[2] from the game
Unit - Remove Dummy[3] from the game
Unit - Remove Dummy[4] from the game
Unit - Remove Dummy[5] from the game
Unit - Remove Dummy[6] from the game
Unit Group - Pick every unit in (Units owned by (Owner of Caster[1]) of type DummyFinalFlash3) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 50.00 % of its original speed
Unit - Create 1 . Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 50.00 % of its original speed
Unit - Create 1 . Bomb for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect2 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect4 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 20.00 % of its original speed
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Cause Caster[1] to damage (Picked unit) , dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
Unit - Unpause Caster[1]
Special Effect - Destroy Eff[1]
Special Effect - Destroy Eff[2]
Special Effect - Destroy Eff[3]
Special Effect - Destroy Eff[4]
Special Effect - Destroy Eff[5]
Special Effect - Destroy Eff[6]
Trigger - Turn off (This trigger)
Else - Actions
Unit - Add a 2.00 second Generic expiration timer to Dummy[4]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dummy[4] is dead) Equal to True
Then - Actions
Unit - Remove Dummy[1] from the game
Unit - Remove Dummy[2] from the game
Unit - Remove Dummy[3] from the game
Unit - Remove Dummy[4] from the game
Unit - Remove Dummy[5] from the game
Unit - Remove Dummy[6] from the game
Unit Group - Pick every unit in (Units owned by (Owner of Caster[1]) of type DummyFinalFlash3) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 50.00 % of its original speed
Unit - Create 1 . Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 50.00 % of its original speed
Unit - Create 1 . Bomb for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect2 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Effect4 for (Owner of Caster[1]) at Point[4] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's animation speed to 20.00 % of its original speed
Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
Loop - Actions
Unit - Cause Caster[1] to damage (Picked unit) , dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
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