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Triggers
Night Elf Town.w3x
Variables
Night Elf
Initialization
Entering
gate open
failure
Untitled Trigger 001
Walking
Meeting princess
Camera
Arrow Keys
---------------------------
Up Press
Right Press
Left Press
Down Press
---------------------------
Up Release
Right Release
Left Release
Down Release
---------------------------
Movement
Stop Turn
Name
Type
is_array
initial_value
Down
boolean
Yes
FindQuest
quest
Yes
Left
boolean
Yes
PlayersHero
unit
Yes
Questeffects
effect
Yes
Right
boolean
Yes
TempPoint
location
Yes
Up
boolean
Yes
Locking camera to a specified unit and adding some init.
Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set PlayersHero[1] = Dungeon Lord 0000 <gen>
Unit - Order Archer 0024 <gen> to Patrol To . (Center of forest_2 <gen>)
Unit - Order Archer 0081 <gen> to Patrol To . (Center of Region_011 <gen>)
Unit - Order Blademaster 0082 <gen> to Patrol To . (Center of forest_1 <gen>)
Unit - Order Archer 0044 <gen> to Patrol To . (Center of Druid_location <gen>)
Camera - Lock camera target for Player 1 (Red) to Dungeon Lord 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Visibility - Enable fog of war
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Environment - Set sky to Lordaeron Summer Sky
Entering
Events
Unit - A unit enters Islanders_view <gen>
Conditions
(Triggering unit) Equal to Dungeon Lord 0000 <gen>
Actions
Quest - Display to (All players) the Quest Discovered message: Just a demo.Look around have funand wait for the full version.
Trigger - Turn off Meeting_princess <gen>
Trigger - Turn off (This trigger)
gate open
Events
Unit - A unit enters Gate <gen>
Conditions
(Triggering unit) Equal to Dungeon Lord 0000 <gen>
Actions
Destructible - Open Iron Gate 0766 <gen>
Trigger - Turn on Meeting_princess <gen>
Trigger - Turn off (This trigger)
failure
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
Actions
Unit Group - Order (Units in Islanders_view <gen>) to Attack . Dungeon Lord 0000 <gen>
Unit - Create 1 . Archer wanderer for Neutral Passive at (Random point in Islanders_view <gen>) facing 250.00 degrees
Unit - Create 1 . Hippogryph wanderer for Neutral Passive at (Random point in Islanders_view <gen>) facing 250.00 degrees
Unit - Create 1 . Night Elf Runner wandering for Neutral Passive at (Random point in Islanders_view <gen>) facing 250.00 degrees
Unit - Create 1 . Archer wandering for Neutral Passive at (Random point in Islanders_view <gen>) facing 250.00 degrees
Untitled Trigger 001
Events
Unit - Ranger 0019 <gen> Dies
Conditions
Actions
Wait 7.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Walking
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Order Archer 0023 <gen> to Patrol To . (Center of Region_016 <gen>)
Unit - Order Archer 0025 <gen> to Patrol To . (Center of Region_012 <gen>)
Unit - Order Dryad 0076 <gen> to Patrol To . (Center of forest_2 <gen>)
Unit - Order Dryad 0026 <gen> to Patrol To . (Center of lore_move_one <gen>)
Meeting princess
Events
Unit - A unit enters Meeting_Princess <gen>
Conditions
(Triggering unit) Equal to Dungeon Lord 0000 <gen>
Actions
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Ranger 0019 <gen> named Ameallia : Play No sound and display Can I help you? . Modify duration: Set to 2.50 seconds and Wait
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Camera - Lock camera target for Player 1 (Red) to Dungeon Lord 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 600.00 over 0.10 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 345.00 over 0.10 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 0.10 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of PlayersHero[1]) over 0.10 seconds
Up Press
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
Unit - Order PlayersHero[(Player number of (Triggering player))] to Move To . (TempPoint[(Player number of (Picked player))] offset by 75.00 towards (Facing of PlayersHero[(Player number of (Picked player))]) degrees.)
Set Variable Set Up[(Player number of (Triggering player))] = "true"
Animation - Change PlayersHero[(Player number of (Triggering player))] 's animation speed to 50.00 % of its original speed
Right Press
Events
Player - Player 1 (Red) Presses the Right Arrow key
Player - Player 2 (Blue) Presses the Right Arrow key
Player - Player 3 (Teal) Presses the Right Arrow key
Player - Player 4 (Purple) Presses the Right Arrow key
Conditions
Actions
Set Variable Set Right[(Player number of (Triggering player))] = "true"
Left Press
Events
Player - Player 1 (Red) Presses the Left Arrow key
Player - Player 2 (Blue) Presses the Left Arrow key
Player - Player 3 (Teal) Presses the Left Arrow key
Player - Player 4 (Purple) Presses the Left Arrow key
Conditions
Actions
Set Variable Set Left[(Player number of (Triggering player))] = "true"
Down Press
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Set Variable Set Down[(Player number of (Triggering player))] = "true"
Animation - Change PlayersHero[(Player number of (Triggering player))] 's animation speed to 50.00 % of its original speed
Up Release
Events
Player - Player 1 (Red) Releases the Up Arrow key
Player - Player 2 (Blue) Releases the Up Arrow key
Player - Player 3 (Teal) Releases the Up Arrow key
Player - Player 4 (Purple) Releases the Up Arrow key
Conditions
Actions
Set Variable Set Up[(Player number of (Triggering player))] = "false"
Unit - Order PlayersHero[(Player number of (Triggering player))] to Stop .
Right Release
Events
Player - Player 1 (Red) Releases the Right Arrow key
Player - Player 2 (Blue) Releases the Right Arrow key
Player - Player 3 (Teal) Releases the Right Arrow key
Player - Player 4 (Purple) Releases the Right Arrow key
Conditions
Actions
Set Variable Set Right[(Player number of (Triggering player))] = "false"
Left Release
Events
Player - Player 1 (Red) Releases the Left Arrow key
Player - Player 2 (Blue) Releases the Left Arrow key
Player - Player 3 (Teal) Releases the Left Arrow key
Player - Player 4 (Purple) Releases the Left Arrow key
Conditions
Actions
Set Variable Set Left[(Player number of (Triggering player))] = "false"
Down Release
Events
Player - Player 1 (Red) Releases the Down Arrow key
Conditions
Actions
Set Variable Set Down[(Player number of (Triggering player))] = "false"
Animation - Change PlayersHero[(Player number of (Triggering player))] 's animation speed to 100.00 % of its original speed
Movement
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Up[(Player number of (Picked player))] Equal to True
Left[(Player number of (Picked player))] Equal to False
Right[(Player number of (Picked player))] Equal to False
Then - Actions
Animation - Change PlayersHero[(Player number of (Triggering player))] 's animation speed to 50.00 % of its original speed
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
Set Variable Set TempPoint[(Player number of (Picked player))] = (Position of PlayersHero[(Player number of (Picked player))])
Unit - Order PlayersHero[(Player number of (Picked player))] to Move To . (TempPoint[(Player number of (Picked player))] offset by 90.00 towards (Facing of PlayersHero[(Player number of (Picked player))]) degrees.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Right[(Player number of (Picked player))] Equal to True
Then - Actions
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
Set Variable Set TempPoint[(Player number of (Picked player))] = (Position of PlayersHero[(Player number of (Picked player))])
Unit - Order PlayersHero[(Player number of (Picked player))] to Move To . (TempPoint[(Player number of (Picked player))] offset by 90.00 towards ((Facing of PlayersHero[(Player number of (Picked player))]) + -90.00) degrees.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Left[(Player number of (Picked player))] Equal to True
Then - Actions
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
Set Variable Set TempPoint[(Player number of (Picked player))] = (Position of PlayersHero[(Player number of (Picked player))])
Unit - Order PlayersHero[(Player number of (Picked player))] to Move To . (TempPoint[(Player number of (Picked player))] offset by 90.00 towards ((Facing of PlayersHero[(Player number of (Picked player))]) + 90.00) degrees.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Down[(Player number of (Picked player))] Equal to True
Then - Actions
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
Set Variable Set TempPoint[(Player number of (Picked player))] = (Position of PlayersHero[(Player number of (Picked player))])
Unit - Order PlayersHero[(Player number of (Picked player))] to Move To . (TempPoint[(Player number of (Picked player))] offset by -75.00 towards ((Facing of PlayersHero[(Player number of (Picked player))]) + 0.00) degrees.)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Up[(Player number of (Picked player))] Equal to True
Left[(Player number of (Picked player))] Equal to True
Then - Actions
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
Set Variable Set TempPoint[(Player number of (Picked player))] = ((Position of PlayersHero[(Player number of (Picked player))]) offset by 10.00 towards (Facing of PlayersHero[(Player number of (Picked player))]) degrees.)
Unit - Move PlayersHero[(Player number of (Picked player))] instantly to TempPoint[(Player number of (Picked player))]
Unit - Make PlayersHero[(Player number of (Picked player))] face ((Facing of PlayersHero[(Player number of (Picked player))]) + 65.00) over 0.10 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Up[(Player number of (Picked player))] Equal to True
Right[(Player number of (Picked player))] Equal to True
Then - Actions
Unit - Make PlayersHero[(Player number of (Picked player))] face ((Facing of PlayersHero[(Player number of (Picked player))]) + -65.00) over 0.10 seconds
Set Variable Set TempPoint[(Player number of (Picked player))] = ((Position of PlayersHero[(Player number of (Picked player))]) offset by -10.00 towards (Facing of PlayersHero[(Player number of (Picked player))]) degrees.)
Unit - Move PlayersHero[(Player number of (Picked player))] instantly to TempPoint[(Player number of (Picked player))]
Animation - Play PlayersHero[(Player number of (Picked player))] 's walk animation
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