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Triggers
NoobCini.w3x
Variables
Cinematic Triggers
Setup
Skip Cini
Trigger 1
Noticed
Trigger 2
Trigger 3
Trigger 4
Trigger 5
Alarmed Villager
Trigger 6
Trigger 7
Trigger 8
RogueHit
Arming
Arming Copy
Burned
Other
Read-Me
Website
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
Here are the simple basic triggers that get the easy stuff done. Makes it easier if you put simple stuff in one trigger, and the rest in other trigger(s).
Setup
Events
Map initialization
Conditions
Actions
Visibility - Disable black mask
Sound - Set Fire Sounds to 100 %
Sound - Set Animation and Spell Sounds to 100 %
Sound - Set Unit Movement Sounds to 100 %
Trigger - Turn off RogueHit <gen>
Environment - Set sky to Generic Sky
Environment - Set fog to style Linear , z-start 1000.00 , z-end 5000.00 , density 0.50 and color ( 28.00 %, 28.00 %, 0.00 %)
Game - Set the time of day to 6.00
Game - Turn the day/night cycle Off
Animation - Play Villager 0006 <gen> 's stand work animation
Animation - Play Villager 0007 <gen> 's stand work animation
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
This trigger gives the player the power to skip the entire cinematic with only a press of a single key. the [Esc] key! After the player presses his/her escape key, the map will end itself immidiatley and bring the player to the main menu.
This isn't just good for the people who don't want to see the rest, but this trigger shows that you have enough courtesey to let them leave! A map without this trigger gets downrated easily due to their frustration...
Skip Cini
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
This is the first "movie" trigger. Holds almost all of the actions that are needed to make this cinematic whole! Although not all cinematics require only one big trigger. You can do it in 10 if you wanted. But I find just 1-3 big triggers are good enough. Depends on the size of your cinematic.
Trigger 1
Events
Map initialization
Conditions
Actions
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Horizon for Player 1 (Red) over 0 seconds
Sound - Stop music Immediately
Wait 0.01 seconds
Sound - Play GentleMusic <gen>
Wait 1.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Cinematic - Fade out over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Camera - . Apply . gg_cam_Footman_Group01 for Player 1 (Red) over 0 seconds
Animation - Lock Footman 0014 <gen> 's Head to face Footman 0016 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.01 seconds
Camera - . Apply . gg_cam_Footman_Group02 for Player 1 (Red) over 20.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.60 seconds
Sound - Play CaptainPissed1 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display I should have been a farmer like my father wanted. . Modify duration: Add 2.58 seconds and Don't wait
Wait 2.60 seconds
Sound - Play FootmanYes3 <gen>
Cinematic - Send transmission to (All players) from Footman 0015 <gen> named Footman #1 : Play No sound and display Right. . Modify duration: Add 0.62 seconds and Don't wait
Wait 0.75 seconds
Sound - Play FootmanYes4 <gen>
Cinematic - Send transmission to (All players) from Footman 0014 <gen> named Footman #2 : Play No sound and display Of course! . Modify duration: Add 0.75 seconds and Don't wait
Wait 0.75 seconds
Unit - Order Paladin 0000 <gen> to Move To . (Center of Paladin_Runs_to_group_of_Footmen <gen>)
Animation - Lock Footman 0015 <gen> 's Head to face Paladin 0000 <gen> , offset by ( 0 , 0 , 90 )
When the Paladin meets up with the 3 Footmen, the Lieutenant will look at the Paladin. This occurs only once and only when the Paladin walks inside of the region. This is only a tiny little trigger, but the little details in every cinematic counts too ya know!
Noticed
Events
Unit - A unit enters Paladin_Runs_to_group_of_Footmen <gen>
Conditions
(Entering unit) Equal to Paladin 0000 <gen>
Actions
Animation - Lock Footman 0016 <gen> 's Head to face Paladin 0000 <gen> , offset by ( 0 , 0 , 90 )
Unit - Make Paladin 0000 <gen> face 333.77 over 1.00 seconds
Wait 0.10 seconds
Region - Center Paladin_Runs_to_group_of_Footmen <gen> on (Center of Empty_Slot <gen>)
Wait 0.01 seconds
Trigger - Remove (This trigger) from the trigger queue
Here is another "big trigger". This occurs when the Paladin meets up with the Footmen. without this trigger, dialogues would not continue, nor would the rest of the cinematic!
This is the second movie trigger.
Trigger 2
Events
Unit - A unit enters Paladin_Runs_to_group_of_Footmen <gen>
Conditions
Actions
Wait 0.20 seconds
Sound - Play HeroPaladinWhat4 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display At your call. . Modify duration: Add 0.79 seconds and Don't wait
Wait 0.95 seconds
Sound - Play FootmanWhat2 <gen>
Cinematic - Send transmission to (All players) from Footman 0015 <gen> named Footman #2 : Play No sound and display What do you need? . Modify duration: Add 0.70 seconds and Don't wait
Wait 0.75 seconds
Sound - Play CaptainWhat3 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display How may I serve? . Modify duration: Add 1.12 seconds and Don't wait
Wait 1.12 seconds
Sound - Play CaptainWhat1 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display I am ready. . Modify duration: Add 0.64 seconds and Don't wait
Wait 0.70 seconds
Sound - Play HeroPaladinPissed2 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display I want to be your sledge hammer. . Modify duration: Add 2.18 seconds and Don't wait
Wait 2.22 seconds
Sound - Play CaptainYes1 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display I am honored. . Modify duration: Add 0.70 seconds and Don't wait
Camera - . Apply . gg_cam_DoorCrash01 for Player 1 (Red) over 1.00 seconds
Unit - Order Enforcer 0019 <gen> to Attack . Gate 0032 <gen>
Sound - Stop music After fading
Sound - Set music volume to 80.00 %
Wait 1.12 seconds
Destructible - Kill Gate 0032 <gen>
Sound - Play PursuitTheme <gen>
Sound - Play GateEpicDeath <gen>
Unit - Order Enforcer 0019 <gen> to Attack . Footman 0015 <gen>
Unit - Order Bandit 0017 <gen> to Attack . Footman 0014 <gen>
Camera - . Apply . gg_cam_DoorCrash02 for Player 1 (Red) over 1.00 seconds
Wait 1.00 seconds
Sound - Play FootmanYesAttack3 <gen>
Camera - . Apply . gg_cam_Little_fight for Player 1 (Red) over 0.00 seconds
Wait 0.10 seconds
Cinematic - Send transmission to (All players) from Footman 0015 <gen> named Footman #2 : Play No sound and display To arms! . Modify duration: Add 1.15 seconds and Don't wait
Unit - Order Footman 0015 <gen> to Attack . Enforcer 0019 <gen>
Unit - Order Footman 0014 <gen> to Attack . Bandit 0017 <gen>
Unit - Order Footman 0016 <gen> to Attack . Enforcer 0019 <gen>
Wait 3.37 seconds
Unit - Order Footman 0015 <gen> to Stop .
Animation - Play Footman 0015 <gen> 's death animation
Sound - Play FootmanDeath <gen>
Unit - Order Enforcer 0019 <gen> to Attack . Footman 0016 <gen>
Wait 1.00 seconds
Unit - Order Enforcer 0019 <gen> to Stop .
Animation - Play Enforcer 0019 <gen> 's death animation
Sound - Play BanditDeath1 <gen>
Unit - Order Footman 0016 <gen> to Attack . Bandit 0017 <gen>
Wait 0.50 seconds
Unit - Order Bandit 0017 <gen> to Stop .
Animation - Play Bandit 0017 <gen> 's death animation
Animation - Play Footman 0016 <gen> 's victory animation
Unit - Order Footman 0016 <gen> to Stop .
Sound - Play BanditDeath1 <gen>
Wait 2.00 seconds
Animation - Reset Footman 0016 <gen> 's animation
Camera - . Apply . gg_cam_SpearThrower for Player 1 (Red) over 0 seconds
Unit - Order Brigand 0018 <gen> to Attack Once . Footman 0014 <gen>
Wait 1.00 seconds
A third "big trigger". Not too many actions inside of this trigger; but it's still to keep the cinematic going and flowing.
Trigger 3
Events
Unit - Footman 0014 <gen> Is attacked
Conditions
(Attacking unit) Equal to Brigand 0018 <gen>
Actions
Unit - Order Footman 0014 <gen> to Stop .
Animation - Play Footman 0014 <gen> 's death animation
Animation - Change Footman 0014 <gen> 's animation speed to 50.00 % of its original speed
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Footman 0014 <gen> using Abilities\Weapons\Banditmissile\Banditmissile.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Footman 0014 <gen> using Objects\Spawnmodels\Other\HumanBloodCinematicEffect\HumanBloodCinematicEffect.mdl
Wait 3.50 seconds
Sound - Play HeroPaladinYesAttack2 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display Defending your name! . Modify duration: Add 1.54 seconds and Don't wait
Wait 1.48 seconds
Unit - Order Paladin 0000 <gen> to Human Mountain King - Storm Bolt . Brigand 0018 <gen>
Wait 0.50 seconds
Camera - . Apply . gg_cam_SpearThrower_Dies for Player 1 (Red) over 0 seconds
Yet another "movie trigger." Small and yet oh so useful :-)
Trigger 4
Events
Unit - Brigand 0018 <gen> Takes damage
Conditions
Actions
Unit - Kill Brigand 0018 <gen>
Sound - Play BanditDeath1 <gen>
Wait 1.76 seconds
Camera - . Apply . gg_cam_Assassin_kills_Villager for Player 1 (Red) over 0 seconds
Unit - Order Rogue 0003 <gen> to Move To . (Center of Assassination <gen>)
Sound - Play AcolyteYesAttack3 <gen>
Cinematic - Send transmission to (All players) from Rogue 0003 <gen> named Rogue : Play No sound and display Let life cease! . Modify duration: Add 1.58 seconds and Don't wait
Wait 1.60 seconds
Unit - Order Rogue 0003 <gen> to Attack Once . Villager 0006 <gen>
Here's a good "big movie trigger". The fading of the Rogue makes it look like hes disapearing by making him more and more transparent.
Trigger 5
Events
Unit - Villager 0006 <gen> Is attacked
Conditions
(Attacking unit) Equal to Rogue 0003 <gen>
Actions
Sound - Play MetalLightSliceFlesh1 <gen>
Sound - Play BloodElfSpellThiefDeath1 <gen>
Animation - Play Villager 0006 <gen> 's death animation
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodSorceress.mdl
Wait 1.76 seconds
Unit - Order Rogue 0003 <gen> to Move To . (Center of Rogue_Retreats <gen>)
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - . Apply . gg_cam_chitterchatter01 for Player 1 (Red) over 0 seconds
Wait 0.01 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_chitterchatter02 for Player 1 (Red) over 10.00 seconds
Wait 1.00 seconds
Sound - Play H08Footman16 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display Ah! We've done it lads! . Modify duration: Add 2.47 seconds and Don't wait
Wait 2.45 seconds
Sound - Stop H08Footman16 <gen> Immediately
Wait 0.10 seconds
Sound - Play H05Uther29 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display Don't celebrate yet son, this battle is far from over! . Modify duration: Add 3.59 seconds and Don't wait
Wait 3.60 seconds
Cinematic - Fade out over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Camera - . Apply . gg_cam_BSing01 for Player 1 (Red) over 0.00 seconds
Unit - Move Footman 0016 <gen> instantly to (Center of Footman <gen>) , facing 256.79 degrees
Unit - Move Paladin 0000 <gen> instantly to (Center of Paladin <gen>) , facing 146.97 degrees
Wait 0.10 seconds
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Paladin 0000 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Cinematic - Send transmission to (All players) from Wizard 0025 <gen> named ? : Play No sound and display Greetings! . Modify duration: Add 1.45 seconds and Don't wait
Wait 1.45 seconds
Special Effect - Destroy (Last created special effect)
Unit - Order Paladin 0000 <gen> to Attack Once . Wizard 0025 <gen>
Sound - Stop music After fading
After the Villager has his throat cut by the assassin, the other villager sees and flees... and is later on captured and executed later on in the cinematic as you will see.
Alarmed Villager
Events
Unit - Villager 0006 <gen> Is attacked
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Villager 0007 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Cinematic - Send transmission to (All players) from Villager 0007 <gen> named Villager : Play No sound and display Bandits! Run! . Modify duration: Add 1.67 seconds and Don't wait
Unit - Order Villager 0007 <gen> to Move To . (Center of Villager_Retreats <gen>)
Wait 5.00 seconds
Unit - Remove Villager 0007 <gen> from the game
This trigger also has the fading actions in it. The faster you make the unit fade, the better. Otherwise it looks too... solid-like.
Camera - . Apply . gg_cam_Camera_017 for Player 1 (Red) over 0 seconds
Wait 0.01 seconds
Sound - Play H02Uther13 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display It was only a mirror image! Damnit! What are these currs up to?! . Modify duration: Add 5.16 seconds and Don't wait
Camera - . Apply . gg_cam_Camera_018 for Player 1 (Red) over 6.00 seconds
Wait 5.20 seconds
Camera - . Apply . gg_cam_Camera_019 for Player 1 (Red) over 0.00 seconds
Sound - Play PeasantPissed3 <gen>
Unit - Order Paladin 0000 <gen> to Move To . (Center of Paladin_Stands_here <gen>)
Unit - Order Footman 0016 <gen> to Move To . (Center of Footman_Stands_here <gen>)
Wait 0.01 seconds
Camera - . Apply . gg_cam_Camera_020 for Player 1 (Red) over 5.00 seconds
Wait 0.87 seconds
Sound - Stop PeasantPissed3 <gen> Immediately
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_021 for Player 1 (Red) over 0.00 seconds
Wait 0.01 seconds
Camera - . Apply . gg_cam_Camera_022 for Player 1 (Red) over 2.00 seconds
Unit - Make Wizard 0004 <gen> face 199.69 over 1.00 seconds
Camera - . Apply . gg_cam_TimetoBURN02 for Player 1 (Red) over 1.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_TimetoBURN03 for Player 1 (Red) over 1.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_TimetoBURN04 for Player 1 (Red) over 10.00 seconds
Wait 2.00 seconds
Camera - . Apply . gg_cam_Showdown01 for Player 1 (Red) over 0.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Showdown02 for Player 1 (Red) over 3.00 seconds
Unit - Order Bandit 0026 <gen> to Move To . (Center of Bandit_to_Region <gen>)
Unit - Unhide Bandit 0026 <gen>
Wait 3.00 seconds
Unit - Make Footman 0016 <gen> face (Center of Paladin_Stands_here <gen>) over 1.00 seconds
Animation - Lock Footman 0016 <gen> 's Head to face Bandit 0026 <gen> , offset by ( 0 , 0 , 90 )
Animation - Change Footman 0016 <gen> blend time to 300.00
Wait 2.00 seconds
Sound - Play H03Footman47 <gen>
Animation - Lock Footman 0016 <gen> 's Head to face Paladin 0000 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display It's a trap! . Modify duration: Add 0.94 seconds and Don't wait
Wait 0.94 seconds
Camera - . Apply . gg_cam_Peekaboo01 for Player 1 (Red) over 0.00 seconds
Wait 0.01 seconds
Unit - Order Rogue 0027 <gen> to Move To . (Center of RoguePeek <gen>)
Camera - . Apply . gg_cam_Peekaboo02 for Player 1 (Red) over 3.00 seconds
Wait 1.00 seconds
Sound - Play AcolyteYesAttack1 <gen>
Cinematic - Send transmission to (All players) from Rogue 0027 <gen> named Rogue : Play No sound and display Death shall reign! . Modify duration: Add 1.65 seconds and Don't wait
Unit - Make Rogue 0027 <gen> face Paladin 0000 <gen> over 1.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Run_for_Cover for Player 1 (Red) over 0.00 seconds
Wait 1.00 seconds
Unit - Move Rogue 0027 <gen> instantly to (Center of Rogue_Blinks <gen>) , facing 164.09 degrees
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Rogue 0027 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Sound - Play BlinkArrival1 <gen>
Wait 1.46 seconds
Special Effect - Destroy (Last created special effect)
Camera - . Apply . gg_cam_Everyone for Player 1 (Red) over 0.00 seconds
Sound - Play BanditYesAttack2 <gen>
Unit - Order Bandit 0026 <gen> to Attack . Footman 0016 <gen>
Unit - Order Footman 0016 <gen> to Attack . Bandit 0026 <gen>
Unit - Order Paladin 0000 <gen> to Attack . Bandit 0026 <gen>
Wait 3.00 seconds
Camera - . Apply . gg_cam_Hiding for Player 1 (Red) over 0 seconds
Sound - Play FootmanDeath <gen>
Unit - Order Footman 0016 <gen> to Stop .
Unit - Order Bandit 0026 <gen> to Attack . Paladin 0000 <gen>
Wait 1.00 seconds
Unit - Kill Bandit 0026 <gen>
Sound - Play BanditDeath1 <gen>
Camera - . Apply . gg_cam_Camera_034 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Animation - Play Paladin 0000 <gen> 's spell animation
Sound - Play HolyBolt <gen>
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Footman 0016 <gen> using Abilities\Spells\Items\AIem\AIemTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display It's only a flesh wound. . Modify duration: Add 1.57 seconds and Don't wait
Special Effect - Destroy (Last created special effect)
Wait 1.60 seconds
Camera - . Apply . gg_cam_Footmans_Fate for Player 1 (Red) over 0 seconds
Unit - Order Footman 0016 <gen> to Move To . (Center of Footman_Stands_here <gen>)
Unit - Order Paladin 0000 <gen> to Move To . (Center of Paladin_Stands_here <gen>)
Wait 1.00 seconds
Sound - Play FootmanReady1 <gen>
Cinematic - Send transmission to (All players) from Footman 0016 <gen> named Lieutenant : Play No sound and display Ready for action! . Modify duration: Add 1.36 seconds and Don't wait
Wait 1.36 seconds
Unit - Order Rogue 0027 <gen> to Attack Once . Footman 0016 <gen>
Trigger - Turn on Trigger_7 <gen>
I know, I know... "So many Triggers! ARGH!" Well think of it this way. In the end, it'll all turn out great!
This trigger starts right after the footman jinx's himself and gets assassinated by the Rogue.
This is another small trigger. So yeah... on with another Trigger.
Trigger 7
Events
Unit - Footman 0016 <gen> Takes damage
Conditions
Actions
Sound - Play MetalLightSliceFlesh1 <gen>
Sound - Play FootmanDeath <gen>
Animation - Play Footman 0016 <gen> 's death animation
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Footman 0016 <gen> using Objects\Spawnmodels\Undead\UndeadBlood\UndeadBloodNecromancer.mdl
Wait 1.20 seconds
Unit - Order Paladin 0000 <gen> to Attack Once . Rogue 0027 <gen>
This trigger starts when the Rogue is hit hard with a single blow from the Paladin's Hammer (Don't put wierd images into your mind...)
Yeah... This is finally the last major trigger. The biggest trigger too ^_^
Trigger 8
Events
Unit - Rogue 0027 <gen> Takes damage
Conditions
Actions
Sound - Play MetalHeavyBashFlesh1 <gen>
Sound - Play Shockwave <gen>
Sound - Play AcolyteDeath1 <gen>
Animation - Play Rogue 0027 <gen> 's death animation
Animation - Change Rogue 0027 <gen> 's animation speed to 90.00 % of its original speed
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Footman 0016 <gen> using Objects\Spawnmodels\Undead\UndeadBlood\UndeadBloodNecromancer.mdl
Trigger - Turn on RogueHit <gen>
Camera - . Apply . gg_cam_w00t for Player 1 (Red) over 1.50 seconds
Wait 1.20 seconds
Unit - Unhide High Elf 0032 <gen>
Unit - Unhide Peasant 0031 <gen>
Special Effect - Destroy (Last created special effect)
Camera - . Apply . gg_cam_Volunteer01 for Player 1 (Red) over 0 seconds
Wait 0.01 seconds
Camera - . Apply . gg_cam_Volunteer02 for Player 1 (Red) over 3.00 seconds
Sound - Play H01VillagerM43 <gen>
Cinematic - Send transmission to (All players) from High Elf 0032 <gen> named Villager : Play No sound and display We'll fight for Lordaeron! Get your swords! . Modify duration: Add 3.26 seconds and Don't wait
Unit - Order High Elf 0032 <gen> to Move To . (Center of Arming <gen>)
Wait 0.10 seconds
Unit - Order Peasant 0031 <gen> to Move To . (Center of Arming <gen>)
Wait 3.26 seconds
Unit - Order Footman 0035 <gen> to Attack . Wizard 0004 <gen>
Unit - Order Footman 0034 <gen> to Attack . Wizard 0004 <gen>
Wait 0.10 seconds
Camera - . Apply . gg_cam_Vdeath for Player 1 (Red) over 0.00 seconds
Wait 0.50 seconds
Sound - Play KelThuzadYesAttack1 <gen>
Animation - Play Wizard 0004 <gen> 's stand first animation
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Footman 0035 <gen> using Environment\LargeBuildingFire\LargeBuildingFire2.mdl
Sound - Play Incinerate1 <gen>
Wait 0.01 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Footman 0035 <gen> using Objects\Spawnmodels\Human\SmallFlameSpawn\SmallFlameSpawn.mdl
Unit - Order Footman 0034 <gen> to Stop .
Animation - Lock Footman 0034 <gen> 's Head to face Footman 0035 <gen> , offset by ( 0 , 0 , 90 )
Unit - Order Footman 0035 <gen> to Move To . (Center of Run_here_while_on_fire <gen>)
Cinematic - Send transmission to (All players) from Footman 0034 <gen> named Villager / Footman : Play No sound and display Lets get the hell out of here! . Modify duration: Add 1.82 seconds and Don't wait
Wait 1.82 seconds
Animation - Play Wizard 0004 <gen> 's spell attack animation
Unit - Explode Footman 0016 <gen> .
Sound - Stop music After fading
Wait 1.00 seconds
Sound - Play nm_goodbadugly <gen>
Camera - . Apply . gg_cam_Camera_046 for Player 1 (Red) over 0 seconds
Unit - Order Paladin 0000 <gen> to Move To . (Center of Paladin_Stands_here <gen>)
Animation - Reset Wizard 0004 <gen> 's animation
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_041 for Player 1 (Red) over 0 seconds
Wait 2.00 seconds
Camera - . Apply . gg_cam_Closeup_FoV_set_to_20 for Player 1 (Red) over 0 seconds
Wait 2.00 seconds
Camera - . Apply . gg_cam_Camera_047 for Player 1 (Red) over 0 seconds
Wait 0.01 seconds
Camera - . Apply . gg_cam_Camera_048 for Player 1 (Red) over 2.50 seconds
Wait 2.50 seconds
Camera - . Apply . gg_cam_Camera_042 for Player 1 (Red) over 0.00 seconds
Unit - Order Archmage 0030 <gen> to Move To . (Center of Footman_Stands_here <gen>)
Unit - Unhide Archmage 0030 <gen>
Wait 0.01 seconds
Camera - . Apply . gg_cam_Camera_043 for Player 1 (Red) over 2.00 seconds
Wait 2.60 seconds
Camera - . Apply . gg_cam_Camera_044 for Player 1 (Red) over 0.00 seconds
Unit - Order Wizard 0004 <gen> to Attack Once . Archmage 0030 <gen>
Wait 0.01 seconds
Unit - Make Archmage 0030 <gen> face Wizard 0004 <gen> over 1.00 seconds
Animation - Lock Archmage 0030 <gen> 's Head to face Archmage 0030 <gen> , offset by ( 0 , 0 , 90 )
Camera - . Apply . gg_cam_Camera_045 for Player 1 (Red) over 20.00 seconds
Wait 2.00 seconds
Sound - Play NecromancerYesAttack3 <gen>
Cinematic - Send transmission to (All players) from Wizard 0004 <gen> named ? : Play No sound and display None shall survive! . Modify duration: Add 2.19 seconds and Don't wait
Wait 2.25 seconds
Sound - Play HeroArchMageYesAttack3 <gen>
Cinematic - Send transmission to (All players) from Archmage 0030 <gen> named Archmage : Play No sound and display (Chanting) |c00597AE0*Nimfroy Frostarus Sida!*|r . Modify duration: Add 3.97 seconds and Don't wait
Animation - Play Archmage 0030 <gen> 's channel animation
Unit - Order Archmage 0030 <gen> to Neutral Sea Witch - Forked Lightning . Wizard 0004 <gen>
Wait 2.30 seconds
Animation - Play Wizard 0004 <gen> 's death animation
Wait 0.50 seconds
Animation - Reset Wizard 0004 <gen> 's animation
Wait 1.00 seconds
Unit - Order Archmage 0030 <gen> to Attack Once . Wizard 0004 <gen>
Wait 1.00 seconds
Unit - Order Wizard 0004 <gen> to Neutral Sea Witch - Forked Lightning . Archmage 0030 <gen>
Animation - Play Archmage 0030 <gen> 's death animation
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Archmage 0030 <gen> using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
Wait 1.00 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Archmage 0030 <gen> using Objects\Spawnmodels\Other\HumanBloodCinematicEffect\HumanBloodCinematicEffect.mdl
Unit - Make Paladin 0000 <gen> face Archmage 0030 <gen> over 1.00 seconds
Wait 1.00 seconds
Sound - Play HeroPaladinWhat3 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display Let me face the peril. . Modify duration: Add 1.85 seconds and Don't wait
Wait 1.95 seconds
Sound - Play HeroArchMageYes4 <gen>
Cinematic - Send transmission to (All players) from Archmage 0030 <gen> named Archmage : Play No sound and display Fine. . Modify duration: Add 1.47 seconds and Don't wait
Wait 1.50 seconds
Unit - Make Paladin 0000 <gen> face Wizard 0004 <gen> over 1.00 seconds
Wait 1.00 seconds
Sound - Play HeroPaladinPissed1 <gen>
Cinematic - Send transmission to (All players) from Paladin 0000 <gen> named Paladin : Play No sound and display It's Hammer Time! . Modify duration: Add 1.25 seconds and Don't wait
Wait 1.27 seconds
Camera - . Apply . gg_cam_Showdown01 for Player 1 (Red) over 0.00 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 5.00
Animation - Play Paladin 0000 <gen> 's stand victory animation
Sound - Play Redemption <gen>
Sound - Play StampedeCaster1 <gen>
Wait 2.67 seconds
Camera - . Apply . gg_cam_Camera_053 for Player 1 (Red) over 0.00 seconds
Wait 0.01 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Wizard 0004 <gen> using Abilities\Spells\Undead\RegenerationAura\ObsidianRegenAura.mdl
Camera - . Apply . gg_cam_Camera_054 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_048 for Player 1 (Red) over 0.00 seconds
Wait 0.01 seconds
Animation - Reset Paladin 0000 <gen> 's animation
Camera - . Apply . gg_cam_Camera_047 for Player 1 (Red) over 5.00 seconds
Wait 1.00 seconds
Sound - Play NecromancerYes1 <gen>
Cinematic - Send transmission to (All players) from Wizard 0004 <gen> named ? : Play No sound and display Intruguing. . Modify duration: Add 1.25 seconds and Don't wait
Wait 1.35 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Wizard 0004 <gen> using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
Sound - Play DeathPactTargetBirth1 <gen>
Wait 1.23 seconds
Special Effect - Destroy (Last created special effect)
Wait 0.01 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Wizard 0004 <gen> using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Wait 0.80 seconds
Animation - Play Wizard 0004 <gen> 's death animation
Animation - Change Wizard 0004 <gen> 's animation speed to 25.00 % of its original speed
Wait 0.50 seconds
Sound - Play KelThuzadDeath1 <gen>
Cinematic - Send transmission to (All players) from Wizard 0004 <gen> named ? : Play No sound and display Aghh... Isn't this ironic? . Modify duration: Add 4.36 seconds and Don't wait
Special Effect - Destroy (Last created special effect)
Wait 4.36 seconds
Animation - Change Wizard 0004 <gen> 's animation speed to 100.00 % of its original speed
Wait 1.00 seconds
Unit - Explode Wizard 0004 <gen> .
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Reset camera smoothing factor
Camera - Stop the camera for Player 1 (Red) .
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Zone Indicator (Custom Campaign) named at (Center of (Playable map area)) : Play No sound and display The End. . Modify duration: Add 0 seconds and Don't wait
Cinematic - Fade out over 5.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 6.00 seconds
Sound - Play seeya <gen>
Wait 1.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Makes it look like the Rogue got hit hard enough to fly back. Though I didnt make the unit fly, it just slides on the ground. Almost just as good though eh?
RogueHit
Events
Time - Every 0.03 seconds of game time
Conditions
(Footman <gen> contains Rogue 0027 <gen>) Equal to False
Actions
Unit - Move Rogue 0027 <gen> instantly to ((Position of Rogue 0027 <gen>) offset by (0, 10.00))
Arming
Events
Unit - A unit enters Arming <gen>
Conditions
(Entering unit) Equal to Peasant 0031 <gen>
Actions
Unit - Remove (Entering unit) from the game
Unit - Unhide Footman 0034 <gen>
Arming Copy
Events
Unit - A unit enters Arming <gen>
Conditions
(Entering unit) Equal to High Elf 0032 <gen>
Actions
Unit - Remove (Entering unit) from the game
Unit - Unhide Footman 0035 <gen>
Burned
Events
Unit - A unit enters Run_here_while_on_fire <gen>
Conditions
(Entering unit) Equal to Footman 0035 <gen>
Actions
Animation - Play Footman 0035 <gen> 's death animation
Unit - Order Footman 0035 <gen> to Stop .
Unit - Order Footman 0035 <gen> to Hold Position .
Trigger - Turn off (This trigger)
This map was made by: 'Craka_J'
Took me about 15 hours to make this... yeah... sad... I know. Hey! it was 2:00am-7:30pm! But I slept from 8:00am-2:00pm... Do the math!
This isn't much of a tutorial. I expect you to know atleast a tiny bit on making cinematics. Just look at triggers and figure out what they do :-P
Credits for music "getting ready3.mp3" goes to the CHIMES OF WAR cinematic. You should download that and check it out as well ;-)
The WoW music is from World of Warcraft, but I took it from the SoT2 cinematic. Also an extremely cool cinematic with great trigger use. The "nm_goodbadugly.wav" music was imported by me! go ahead! anyone can use it!
Extra little note:
I never really made up a story for this, didnt care about it either so, don't downrate because of the storyline -_-
This is just a referance, an attempt to inspire others ^_^
I don't really care if anybody takes this idea or "storyline". But no one may touch this map and submit it as theirs! >:-(
[Tips & Hints]
-When you want to use a sound for your CINEMATIC, just import the sound, and make sure that the sound's "Effect" and "Channel" are set to "Default" and "General".
-When you set a sky and a fog for your map, it's quality is better and is judged better as well.
-To make a camera get a good closeup on a unit or whatever... make a camera, and then set the Field of View (FoV) to 20.00. The camera must be placed correctly. Or else!
-Stopping music INSTANTLY can sometimes sound really stupid. Using the AFTER FADING is much better and more "real".
If you are interested in seeing more of my maps, then please visit us (Boxtop Inc. Team) at:
http://www.freewebs.com/warcraft_3_maps/index.htm
OR
http://www.wc3sear.ch/
If you are interested in seeing the latest news posts on my or any other member of the Boxtop Inc. Team, then please visit our forum at:
http://s7.invisionfree.com/wc3_maps_forums/
For more specific details about MY projects, please visit my warcraft site at:
http://www.freewebs.com/wc3_projects/index.htm
Thank You for downloading my cinematic, I hope you've enjoyed it and found some of the materials useful ^_^
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