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Trigger Viewer

Operation Char.w3x
Variables
Initialization
Initialization
Init Credits
Cinematic
Used Scenes
Cinematic 1x1
Cinematic 1x2
Cinematic 1x3
Cinematic 2
Cinematic 3
Cinematic 4
Cinematic 5
Credits
Unused Scenes
Cinematic 0
Cinematic 00
Cinematic 33
Cinematic 41
---------------------------
Exit Cinematic
Run Cinematic
Run Cinematic 1
Run Cinematic 1x2
Run Cinematic 1x3
Run Cinematic 2
Run Cinematic 3
Run Cinematic 4
Run Cinematic 5
Run Credits
Systems
Old Speech System
Speech
Speech Display
Speech Old
New Speech System
Talk Start
Talk Loop
---------------------------
Camera Rotation Loop
---------------------------
Spawn Large Asteroids
Spawn Small Asteroids
Spawn Small Asteroids High
Remove Asteroid
---------------------------
Loop Zerg Animation
Loop Marine Attack Anim
Misc
Enter Command Center
Setup Start Asteroids
Move Objects Start
Knockback Pilot
Spaceship Size
Spaceship Size Modifier
Facing
Bam In
Bam Out
Floodlight
Sounds
Footsteps Metal Single
Footsteps Metal Many
Footsteps Metal Fast
---------------------------
Footsteps Sand Single
Footsteps Sand Many
Footsteps Sand Fast
---------------------------
Footsteps Zergling Single
---------------------------
Footsteps Volume Louder
Footsteps Volume Softer
Footsteps Volume Louder Fast
Footsteps Volume Softer Fast
---------------------------
Pressing Buttons
---------------------------
Landing Softer
---------------------------
Water Dripping
Hydralisk Charging
---------------------------
Fan Sounds
---------------------------
Music Volume Louder
---------------------------
Gunfire 2 Marines
Tests
Lighting
Test
Test 2
test 3
test 4
test 5
test 6
old random credit code
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
Ambience sound No
Ambience2 sound No
AsteroidRegions rect Yes
BamCounter integer No 1
BamInTimer timer No
BamInTimerAmount real Yes
BamOutTimer timer No
BamOutTimerAmount real Yes
BamVolume real Yes
Bubbles sound No
character string No
CreditsCurrentString integer No 1
CreditsString string Yes
CreditsStringAppend string No
CreditsStringAppendSpaces string No
CreditsStringAuthor string Yes
CreditsStringCounter integer No
CurrentlyPlayingMusic sound Yes
DirectionalLight unit No
FacingDegrees real No
FacingDummy unit No
FallingLight unit No
FanVolume real No
Floodlight_GainFacing boolean No false
FloodLight_Real real No
FootstepsCounter integer No 1
FootstepsMetal sound Yes
FootstepsSand sound Yes
FootstepsSound sound No
FootstepsVolume real No
FootstepsZergling sound Yes
HoldCinematic boolean No
KnockbackAdditive real No
KnockbackReal real No
KnockedBack boolean No false
Lighting destructable No
LightsHallway destructable Yes
MarineLights effect Yes
MoveSpaceship boolean No
MusicLayers sound Yes
MusicVolume real No
NextTrigger timer No
Player_Name string No
RadioCounter integer No
RadioSounds sound Yes
RadioVolume real No 40.00
RunningTrigger trigger No
Silence_Caster unit Yes
Silence_Counter real Yes
Silence_Dummy unit Yes
Silence_Index integer No
Silence_LoopInteger integervar No
Silence_Point location Yes
SoundLoop sound No
SoundLoopVolume real No
SpaceshipSize real No 190.00
SpaceshipSizeModifier real No
SpawnAsteroidsPoint location No
speech string No
speechAccumaltor string No
SpeechDuration real No
SpeechDurationModifier real No 2.00
SpeechFinished boolean No
SpeechFontSizeModifier real No 10.00
SpeechPoint location No
SpeechSpeed real No 0.07
SpeechTimer timer No
SpeechUnit unit No
SPX effect No
StringsCounter integer No
Talk_Angle real Yes
Talk_CharacterPosition integer Yes
Talk_CharacterTimer real Yes
Talk_Duration real Yes
Talk_DurationBuffer real Yes
Talk_FloatingText texttag Yes
Talk_Index integer No 0
Talk_LoopCounter real Yes
Talk_LoopInteger integer No
Talk_Message string Yes
Talk_MessagePartial string Yes
Talk_NextCharacter string Yes
Talk_Offset real Yes
Talk_Speed real Yes
Talk_Unit unit Yes
TalkV_Angle real No
TalkV_DurationBuffer real No 0.75
TalkV_Message string No
TalkV_Offset real No
TalkV_Speed real No 0.06
TalkV_Unit unit No
Team group No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
TempReal real No
TempUnit unit No
WaterDripping sound Yes
WaterDrippingCounter integer No 1
ZergLights effect Yes
Zergling unit No
zzX real No
zzY real No
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Custom script: call StopSound(bj_dayAmbientSound, true, true)
    Custom script: call StopSound(bj_nightAmbientSound, true, true)
    -------- -------------------- --------
    -------- Volume Channels --------
    -------- -------------------- --------
    Sound - Stop music Immediately
    Sound - Stop the currently playing music theme
    Sound - Set music volume to 0.00%
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Sound - Set Music to 0.00%
    Sound - Set Unit Movement Sounds to 0.00%
    Sound - Set Unit Response Sounds to 0.00%
    Sound - Set User Interface Sounds to 0.00%
    -------- -------------------- --------
    -------- Game --------
    -------- -------------------- --------
    Game - Set the time of day to 24.00
    Game - Turn the day/night cycle Off
    -------- -------------------- --------
    -------- Animations --------
    -------- -------------------- --------
    Animation - Play Zergling 0042 <gen>'s death (animationname) animation
    Animation - Play Zergling 0043 <gen>'s death (animationname) animation
    Animation - Play Hydralisk 0044 <gen>'s death (animationname) animation
    Animation - Play Civillian 0045 <gen>'s death (animationname) animation
    Animation - Change Planet 0012 <gen>'s animation speed to 20.00% of its original speed
    Animation - Play Ceiling Fan 0040 <gen>'s stand alternate (animationname) animation
    Animation - Change Ceiling Fan 0040 <gen>'s animation speed to 0.00% of its original speed
    -------- -------------------- --------
    -------- Doodads --------
    -------- -------------------- --------
    Destructible - Pick every destructible in (Playable map area) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to B002 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to B003 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to B001 (destructablecode)
          Then - Actions
            Animation - Change (Picked destructible)'s animation speed to (Random real number between 5.00 and 80.00)% of its original speed
          Else - Actions
    Destructible - Hide Control Station 0332 <gen>
    Unit Group - Pick every unit in (Units in Generator_Room <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Power Generator
          Then - Actions
            Unit - Hide (Picked unit)
          Else - Actions
    -------- -------------------- --------
    -------- Variables --------
    -------- -------------------- --------
    Set VariableSet AsteroidRegions[1] = Asteroid_Move_1 <gen>
    Set VariableSet AsteroidRegions[2] = Asteroid_Move_2 <gen>
    Set VariableSet FootstepsMetal[1] = Footsteps_on_Metal_1 <gen>
    Set VariableSet FootstepsMetal[2] = Footsteps_on_Metal_2 <gen>
    Set VariableSet FootstepsMetal[3] = Footsteps_on_Metal_3 <gen>
    Set VariableSet FootstepsMetal[4] = Footsteps_on_Metal_4 <gen>
    Set VariableSet FootstepsSand[1] = Footsteps_Sand_1 <gen>
    Set VariableSet FootstepsSand[2] = Footsteps_Sand_2 <gen>
    Set VariableSet FootstepsSand[3] = Footsteps_Sand_3 <gen>
    Set VariableSet FootstepsSand[4] = Footsteps_Sand_4 <gen>
    Set VariableSet FootstepsSand[5] = Footsteps_Sand_5 <gen>
    Set VariableSet FootstepsSand[6] = Footsteps_Sand_6 <gen>
    Set VariableSet FootstepsZergling[1] = Footsteps__Zergling_1 <gen>
    Set VariableSet FootstepsZergling[2] = Footsteps__Zergling_2 <gen>
    Set VariableSet FootstepsZergling[3] = Footsteps__Zergling_3 <gen>
    Set VariableSet FootstepsZergling[4] = Footsteps__Zergling_4 <gen>
    Set VariableSet FootstepsZergling[5] = Footsteps__Zergling_5 <gen>
    Set VariableSet RadioSounds[1] = Radio_1 <gen>
    Set VariableSet RadioSounds[2] = Radio_2 <gen>
    Set VariableSet RadioSounds[3] = Radio_3 <gen>
    Set VariableSet RadioSounds[4] = Radio_4 <gen>
    Set VariableSet RadioSounds[5] = Radio_5 <gen>
    Set VariableSet WaterDripping[1] = water_dripping_1 <gen>
    Set VariableSet WaterDripping[2] = water_dripping_2 <gen>
    Set VariableSet WaterDripping[3] = water_dripping_3 <gen>
    Unit Group - Add Commander 0006 <gen> to Team
    Unit Group - Add Marauder 0005 <gen> to Team
    Unit Group - Add Medic 0007 <gen> to Team
    Unit Group - Add Marine 0013 <gen> to Team
    Unit Group - Add Marine 0014 <gen> to Team
    Set VariableSet SpawnAsteroidsPoint = (Center of Spawn_Asteroids <gen>)
    Set VariableSet FloodLight_Real = 250.00
    -------- -------------------- --------
    -------- Player --------
    -------- -------------------- --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally
    Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally
    Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
    -------- -------------------- --------
    -------- Bam Variables --------
    -------- -------------------- --------
    Set VariableSet BamInTimerAmount[1] = 0.45
    Set VariableSet BamOutTimerAmount[1] = 0.13
    Set VariableSet BamVolume[1] = 60.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[2] = 0.45
    Set VariableSet BamOutTimerAmount[2] = 0.13
    Set VariableSet BamVolume[2] = 50.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[3] = 0.30
    Set VariableSet BamOutTimerAmount[3] = 0.13
    Set VariableSet BamVolume[3] = 60.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[4] = 0.30
    Set VariableSet BamOutTimerAmount[4] = 0.13
    Set VariableSet BamVolume[4] = 70.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[5] = 0.30
    Set VariableSet BamOutTimerAmount[5] = 0.13
    Set VariableSet BamVolume[5] = 80.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[6] = 0.27
    Set VariableSet BamOutTimerAmount[6] = 0.13
    Set VariableSet BamVolume[6] = 90.00
    -------- -- --------
    Set VariableSet BamInTimerAmount[7] = 0.27
    Set VariableSet BamOutTimerAmount[7] = 0.13
    Set VariableSet BamVolume[7] = 100.00
    Trigger - Run Init_Credits <gen> (ignoring conditions)
Init Credits
  Events
  Conditions
  Actions
    Set VariableSet CreditsStringCounter = 1
    -------- --- --------
    -------- Models --------
    -------- --- --------
    Set VariableSet CreditsString[CreditsStringCounter] = Created By: Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Models
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Starcraft char models
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = tobyfat50
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Gate
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = The_Silent
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Computer
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = The_Silent
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Computer 2
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Stryderzero
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Command Center
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = killst4r
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Lighting
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Villager
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Bed
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = AlienAtSystem
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Lab Tank
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Scythy Dervish
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Marauder
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Fingolfin
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Space Sky
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Crates
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = abriko
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Hydralisk
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = abriko
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Zergling
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = abriko
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Dropship
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = abriko
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Lightpost
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = bisnar13
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Truck
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Kofi_Banan
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Workbot
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Ket
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Rum
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Chriz.
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Table
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = communist_orc
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Sewer Pipes
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = pippo
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Asteroids
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Fingolfin
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Planet
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Fingolfin
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Floodlight
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Teaspoon
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Fence
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Teaspoon
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Fan
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Ribenamania
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Blood Splats
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Bad Omen
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    -------- --- --------
    -------- Tilesets --------
    -------- --- --------
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Tilesets
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Metal 1 Tile
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Game_Slave
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Metal 2 Tile
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Punisher_x
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Brick Tile
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = tobyfat50
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Space Tile
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    -------- --- --------
    -------- Music/SFX --------
    -------- --- --------
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Music/SFX
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] =
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Zergling SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Blizzard
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Hydralisk SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Blizzard
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Spaceship SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Bluezone Corporation
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Water Dripping SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Sound Effects
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Gun Reloading 1 SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Jojikiba
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Gun Reloading 2 SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = ManPandaProductions
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Breathing SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Nino Scuderi
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Spaceship Passing SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Zerg Footsteps SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Fan SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Radicool
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Metal Footsteps SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = BerlinAtmospheres
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Radio SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = BerlinAtmospheres
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Other SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Blizzard
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Dropship Landing
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = NASA
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Mysterious Ambience
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = HDGameTrailers22
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Scary SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = TSG4elf
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Rumble Sound
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = TheCandid
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Other SFX
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Youtube Audio Library
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Command Center Ambience
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = SoundEffectsFactory
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
    Set VariableSet CreditsString[CreditsStringCounter] = Tension Rising
    Set VariableSet CreditsStringAuthor[CreditsStringCounter] = Sound Effects Factory
    Set VariableSet CreditsStringCounter = (CreditsStringCounter + 1)
Cinematic 1x1
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Environment - Set sky to Outland Sky
    Trigger - Run Setup_Start_Asteroids <gen> (ignoring conditions)
    Trigger - Turn on Move_Objects_Start <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Dropship_Passing_New for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Dropship_Passing_By_2 for Player 1 (Red) over 16.00 seconds
    Sound - Play Ambient_Hum_Pitched <gen> at 50.00% volume, skipping the first 0 seconds
    Sound - Play Mysterious <gen> at 60.00% volume, skipping the first 0 seconds
    Wait 0.25 seconds
    Set VariableSet MoveSpaceship = True
    Sound - Play Spaceship_Flying_By <gen> at 80.00% volume, skipping the first 0 seconds
    Wait 4.00 seconds
    Trigger - Turn on Spaceship_Size <gen>
    Trigger - Turn on Spaceship_Size_Modifier <gen>
    Animation - Change Battlecruiser 0001 <gen> flying height to -44.00 at 6.00
    Wait 1.00 seconds
    Animation - Change Battlecruiser 0001 <gen> flying height to -36.00 at 8.00
    Wait 1.00 seconds
    Animation - Change Battlecruiser 0001 <gen> flying height to 36.00 at 10.00
    Wait 6.00 seconds
    Animation - Change Battlecruiser 0001 <gen> flying height to 66.00 at 15.00
    Wait 1.00 seconds
    Trigger - Turn off Move_Objects_Start <gen>
    Trigger - Run Cinematic_1x2 <gen> (checking conditions)
Cinematic 1x2
  Events
  Conditions
  Actions
    Unit - Move Civillian 0011 <gen> instantly to (Center of Landing_Move_5 <gen>), facing 235.00 degrees
    Unit - Move Marauder 0005 <gen> instantly to (Center of Spaceship_Lineup_4 <gen>), facing 90.00 degrees
    Unit - Move Medic 0007 <gen> instantly to (Center of Spaceship_Lineup_2 <gen>), facing 90.00 degrees
    Wait 0.50 seconds
    Custom script: call SetDayNightModels("","")
    Trigger - Turn off Spaceship_Size <gen>
    Destructible - Create a B00S (destructablecode) at (Center of Spaceship_Lighting <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet Lighting = (Last created destructible)
    Camera - .Apply. gg_cam_Spaceship_Lineup_0 for Player 1 (Red) over 0.00 seconds
    Sound - Stop Ambient_Hum_Pitched <gen> Immediately
    Sound - Play Spaceship_Ambience_Cropped_Compressed <gen> at 35.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Wait 1.00 seconds
    Unit - Order Commander 0006 <gen> to Move To.(Center of Landing_Move_3 <gen>)
    Set VariableSet TalkV_Message = John:|r We have just entered Char's orbit.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.75 seconds
    Destructible - Hide Control Station 0306 <gen>
    Camera - .Apply. gg_cam_Spaceship_Lineup_1 for Player 1 (Red) over 0.00 seconds
    Camera - Pan camera for Player 1 (Red) to ((Target of gg_cam_Spaceship_Lineup_1) offset by 512.00 towards 360.00 degrees.) over 32.00 seconds
    Set VariableSet TalkV_Message = John:|r There is an abandonned Command Center here within the Eastern quadrant.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Unit - Make Marauder 0005 <gen> face Civillian 0011 <gen> over 0.75 seconds
    Wait 0.75 seconds
    Set VariableSet FacingDegrees = 235.00
    Set VariableSet TempPoint = (Position of Civillian 0011 <gen>)
    Set VariableSet TempPoint2 = (TempPoint offset by 128.00 towards FacingDegrees degrees.)
    Unit - Create 1.Albatross Dummy for Player 1 (Red) at TempPoint2 facing Default building facing degrees
    Set VariableSet FacingDummy = (Last created unit)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    Animation - Lock Civillian 0011 <gen>'s Head to face FacingDummy, offset by (0, 0, 90)
    Trigger - Turn on Facing <gen>
    Wait 1.75 seconds
    Unit - Make Marauder 0005 <gen> face 90.00 over 0.50 seconds
    Unit - Make Civillian 0011 <gen> face 360.00 over 0.60 seconds
    Set VariableSet TalkV_Message = John:|r Intel reports a Zerg artifact is stored here which could lead to improved weaponized research.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 0.50 seconds
    Animation - Reset Civillian 0011 <gen>'s body-part facing
    Unit - Make Civillian 0011 <gen> face 90.00 over 0.50 seconds
    Wait 5.75 seconds
    Destructible - Show Control Station 0306 <gen>
    Camera - .Apply. gg_cam_Spaceship_Lineup_2 for Player 1 (Red) over 0.00 seconds
    Wait 1.50 seconds
    Set VariableSet TalkV_Message = John:|r Our mission is to retreive that artifact.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Spaceship_Lineup_3 for Player 1 (Red) over 0.00 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 130.00 over 6.00 seconds
    Wait 0.50 seconds
    Set VariableSet TalkV_Message = John:|r Any questions?
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Spaceship_Lineup_4 for Player 1 (Red) over 0.00 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 190.00 over 12.00 seconds
    Set VariableSet TalkV_Message = Medic:|r No Sir!
    Set VariableSet TalkV_Unit = Medic 0007 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TalkV_Message = Pilot:|r No Sir!
    Set VariableSet TalkV_Unit = Civillian 0011 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TalkV_Message = Joey:|r No Sir!
    Set VariableSet TalkV_Unit = Marauder 0005 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 2.50 seconds
    Unit - Make Commander 0006 <gen> face Medic 0007 <gen> over 1.25 seconds
    Set VariableSet TalkV_Message = John:|r Good. Prepare for landing!
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 280.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 2.00 seconds
    -------- Resets the speech stats --------
    Trigger - Run Cinematic_1x3 <gen> (ignoring conditions)
Cinematic 1x3
  Events
  Conditions
  Actions
    -------- ------ --------
    -------- Setup --------
    -------- ------ --------
    Unit - Move Battlecruiser 0001 <gen> instantly to (Center of BattleCruiser_Move_2 <gen>), facing 145.00 degrees
    Animation - Change Battlecruiser 0001 <gen>'s size to (20.00%, 20.00%, 20.00%) of its original size
    Animation - Change Battlecruiser 0001 <gen> flying height to 775.00 at 0.00
    -------- ------ --------
    -------- Marine Running Scenes --------
    -------- ------ --------
    Trigger - Turn on Footsteps_Metal_Many <gen>
    Set VariableSet FootstepsVolume = 15.00
    Trigger - Turn on Footsteps_Volume_Louder_Fast <gen>
    Camera - .Apply. gg_cam_Spaceship_Marine_Running_1 for Player 1 (Red) over 0 seconds
    Unit - Move Marine 0013 <gen> instantly to (Center of Spaceship_Marines_Run_1_1 <gen>), facing 90.00 degrees
    Unit - Move Marine 0014 <gen> instantly to (Center of Spaceship_Marines_Run_1_2 <gen>), facing 90.00 degrees
    Unit - Order Marine 0013 <gen> to Move To.(Center of Spaceship_Marines_Run_2_1 <gen>)
    Set VariableSet TalkV_Message = Marine #1:|r Hurry up soldier!
    Set VariableSet TalkV_Unit = Marine 0013 <gen>
    Set VariableSet TalkV_Offset = 196.00
    Set VariableSet TalkV_Angle = 135.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 0.25 seconds
    Unit - Order Marine 0014 <gen> to Move To.(Center of Spaceship_Marines_Run_2_2 <gen>)
    Wait 0.15 seconds
    Trigger - Turn off Footsteps_Volume_Louder_Fast <gen>
    Trigger - Turn on Footsteps_Volume_Softer <gen>
    Wait 2.50 seconds
    Camera - .Apply. gg_cam_Spaceship_Marine_Running_2 for Player 1 (Red) over 0 seconds
    Trigger - Turn off Footsteps_Volume_Softer <gen>
    Set VariableSet FootstepsVolume = 20.00
    Trigger - Turn on Footsteps_Volume_Louder_Fast <gen>
    Unit - Move Marine 0013 <gen> instantly to (Center of Spaceship_Marines_Run_2_1 <gen>), facing 90.00 degrees
    Unit - Move Marine 0014 <gen> instantly to (Center of Spaceship_Marines_Run_2_2 <gen>), facing 90.00 degrees
    Unit - Set Marine 0013 <gen> movement speed to 1.00
    Unit - Set Marine 0014 <gen> movement speed to 1.00
    Unit - Order Marine 0013 <gen> to Move To.(Center of Spaceship_Marines_Run_Move_2_1 <gen>)
    Wait 0.25 seconds
    Unit - Order Marine 0014 <gen> to Move To.(Center of Spaceship_Marines_Run_Move_2_2 <gen>)
    Wait 0.90 seconds
    Trigger - Turn off Footsteps_Volume_Louder_Fast <gen>
    Trigger - Turn on Footsteps_Volume_Softer <gen>
    Wait 3.00 seconds
    Trigger - Turn off Footsteps_Metal_Many <gen>
    Trigger - Turn off Footsteps_Volume_Softer <gen>
    -------- ------ --------
    -------- Main Deck --------
    -------- ------ --------
    Unit - Set Marine 0013 <gen> movement speed to (Default movement speed of Marine 0013 <gen>)
    Unit - Set Marine 0014 <gen> movement speed to (Default movement speed of Marine 0014 <gen>)
    Sound - Stop Ambience Immediately
    Sound - Play Spaceship_Loop <gen> at 40.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Custom script: call SetDayNightModels("Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl" , "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl")
    Game - Set the time of day to 24.00
    Camera - .Apply. gg_cam_Planet for Player 1 (Red) over 0.00 seconds
    Unit - Move Commander 0006 <gen> instantly to (Center of Landing_Move_3 <gen>), facing 65.00 degrees
    Unit - Move Marauder 0005 <gen> instantly to (Center of Spaceship_Marauder_Move <gen>), facing 110.00 degrees
    Unit - Move Medic 0007 <gen> instantly to (Center of Landing_Move_4 <gen>), facing 110.00 degrees
    Unit - Move Civillian 0011 <gen> instantly to (Center of Landing_Move_2 <gen>), facing 0.00 degrees
    Unit - Move Marine 0013 <gen> instantly to (Center of Spaceship_Marine_1 <gen>), facing 90.00 degrees
    Unit - Move Marine 0014 <gen> instantly to (Center of Spaceship_Marine_2 <gen>), facing 90.00 degrees
    Wait 4.00 seconds
    Custom script: call SetDayNightModels("","")
    Camera - .Apply. gg_cam_Spaceship_Overview_1 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Spaceship_Overview_2 for Player 1 (Red) over 8.00 seconds
    Unit - Order Marine 0014 <gen> to Move To.(Center of Spaceship_Bottom_Screen_1 <gen>)
    Set VariableSet FootstepsVolume = 15.00
    Trigger - Turn on Footsteps_Metal_Many <gen>
    Wait 0.50 seconds
    Unit - Order Marine 0013 <gen> to Move To.(Center of Spaceship_Center_Console <gen>)
    Wait until ((Spaceship_Center_Console <gen> contains Marine 0013 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Many <gen>
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Unit - Make Marine 0013 <gen> face 100.00 over 0.40 seconds
    Wait until ((Spaceship_Bottom_Screen_1 <gen> contains Marine 0014 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Unit - Make Marine 0014 <gen> face 190.00 over 0.40 seconds
    Wait 1.50 seconds
    -------- ------ --------
    -------- Joey Pushes Pilot --------
    -------- ------ --------
    Camera - .Apply. gg_cam_Spaceship_Landing_1 for Player 1 (Red) over 0.00 seconds
    Sound - Stop Ambience Immediately
    Sound - Play Spaceship_Ambience_Cropped_Alarming <gen> at 30.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Set VariableSet FootstepsVolume = 10.00
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Trigger - Turn on Footsteps_Volume_Louder <gen>
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Landing_Move_1 <gen>)
    Wait until ((Landing_Move_1 <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Unit - Make Marauder 0005 <gen> face 90.00 over 0.70 seconds
    Wait 0.25 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Animation - Play Civillian 0011 <gen>'s attack (animationname) animation
    Animation - Queue Civillian 0011 <gen>'s stand (animationname) animation
    Wait 0.25 seconds
    Sound - Play Buzz <gen> at 35.00% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Pilot:|r Hmm, not that button...
    Set VariableSet TalkV_Unit = Civillian 0011 <gen>
    Set VariableSet TalkV_Offset = 50.00
    Set VariableSet TalkV_Angle = 90.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Unit - Make Marauder 0005 <gen> face Civillian 0011 <gen> over 0.55 seconds
    Set VariableSet FootstepsVolume = 25.00
    Wait 0.80 seconds
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Landing_Move_2 <gen>)
    Wait until ((Distance between (Position of Marauder 0005 <gen>) and (Position of Civillian 0011 <gen>)) Less than or equal to 120.00), checking every 0.10 seconds
    Set VariableSet KnockbackReal = 5.50
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Animation - Play Civillian 0011 <gen>'s walk (animationname) animation
    Unit - Make Civillian 0011 <gen> face Marauder 0005 <gen> over 0.00 seconds
    Trigger - Turn on Knockback_Pilot <gen>
    Wait until (KnockedBack Equal to True), checking every 0.10 seconds
    Unit - Make Marauder 0005 <gen> face 360.00 over 0.45 seconds
    Trigger - Run Pressing_Buttons <gen> (ignoring conditions)
    Wait 0.50 seconds
    Set VariableSet FootstepsVolume = 10.00
    Camera - .Apply. gg_cam_Spaceship_Landing_1x2 for Player 1 (Red) over 1.50 seconds
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Spaceship_Landing_2 for Player 1 (Red) over 1.75 seconds
    Unit - Order Civillian 0011 <gen> to Move To.(Center of Spaceship_Robots <gen>)
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Trigger - Turn on Footsteps_Volume_Softer <gen>
    Wait 1.50 seconds
    Unit - Order Marine 0013 <gen> to Move To.(Center of Spaceship_Bottom_Screen_2 <gen>)
    Unit - Order Civillian 0011 <gen> to Move To.(Center of Spaceship_Center_Console <gen>)
    Camera - .Apply. gg_cam_Spaceship_Landing_3x1 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Spaceship_Landing_3x2 for Player 1 (Red) over 2.50 seconds
    Wait 0.75 seconds
    Camera - .Apply. gg_cam_Spaceship_Landing_3x3 for Player 1 (Red) over 2.00 seconds
    Unit - Make Commander 0006 <gen> face Medic 0007 <gen> over 1.25 seconds
    Set VariableSet TalkV_Message = John:|r Steady her Trace, Steady!!
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 170.00
    Set VariableSet TalkV_Angle = 240.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait until ((Spaceship_Center_Console <gen> contains Civillian 0011 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Wait 1.75 seconds
    Unit - Make Civillian 0011 <gen> face 90.00 over 0.50 seconds
    Unit - Make Marine 0013 <gen> face 185.00 over 0.50 seconds
    Camera - .Apply. gg_cam_Spaceship_Landing_4 for Player 1 (Red) over 0.00 seconds
    Unit - Order Medic 0007 <gen> to Move To.(Center of Landing_Move_Trace_2 <gen>)
    Wait until ((Landing_Move_Trace_2 <gen> contains Medic 0007 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Unit - Make Medic 0007 <gen> face 205.00 over 0.45 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Sound - Play Alarm <gen> at 75.00% volume, skipping the first 0 seconds
    Wait 1.50 seconds
    Camera - .Apply. gg_cam_Spaceship_Landing_5 for Player 1 (Red) over 0.00 seconds
    Unit - Order Commander 0006 <gen> to Move To.(Center of Spaceship_Landing_Commander_Move <gen>)
    Animation - Lock Civillian 0011 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Wait 0.25 seconds
    Unit - Order Medic 0007 <gen> to Move To.(Center of Landing_Move_Trace_1 <gen>)
    Animation - Play Civillian 0011 <gen>'s attack (animationname) animation
    Animation - Queue Civillian 0011 <gen>'s stand (animationname) animation
    Sound - Play Buzz <gen> at 35.00% volume, attached to Civillian 0011 <gen>
    Wait until ((Landing_Move_Trace_1 <gen> contains Medic 0007 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Unit - Make Medic 0007 <gen> face 200.00 over 0.45 seconds
    Wait until ((Spaceship_Landing_Commander_Move <gen> contains Commander 0006 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Unit - Make Commander 0006 <gen> face 305.00 over 0.45 seconds
    Wait 0.50 seconds
    Trigger - Turn off Pressing_Buttons <gen>
    Sound - Stop Ambience Immediately
    Trigger - Run Cinematic_2 <gen> (ignoring conditions)
This trigger contains the landing scenes and outside the Command Center
Cinematic 2
  Events
  Conditions
  Actions
    -------- -------- --------
    -------- Setup --------
    -------- -------- --------
    Animation - Reset Civillian 0011 <gen>'s body-part facing
    Destructible - Remove Lighting
    -------- Move units away from external lights before giving them new lights --------
    -------- due to omni light restrictions --------
    Unit - Move Commander 0006 <gen> instantly to (Center of Temp_Movement_Box_1 <gen>)
    Unit - Move Marauder 0005 <gen> instantly to (Center of Temp_Movement_Box_1 <gen>)
    Unit - Move Medic 0007 <gen> instantly to (Center of Temp_Movement_Box_1 <gen>)
    Unit - Move Marine 0013 <gen> instantly to (Center of Temp_Movement_Box_2 <gen>)
    Unit - Move Marine 0014 <gen> instantly to (Center of Temp_Movement_Box_2 <gen>)
    Destructible - Create a B00R (destructablecode) at (Center of Outside_Lighting <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet Lighting = (Last created destructible)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Commander 0006 <gen> using Marine Light.mdx
    Set VariableSet MarineLights[1] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marauder 0005 <gen> using Marine Light.mdx
    Set VariableSet MarineLights[2] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Medic 0007 <gen> using Marine Light.mdx
    Set VariableSet MarineLights[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Marine Light.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0014 <gen> using Marine Light.mdx
    Set VariableSet MarineLights[5] = (Last created special effect)
    Environment - Set sky to Felwood Sky
    Set VariableSet SoundLoopVolume = 50.00
    Sound - Play Spaceship_Landing_Loop <gen> at SoundLoopVolume% volume, skipping the first 0 seconds
    Set VariableSet SoundLoop = (Last played sound)
    Special Effect - Create a special effect attached to the chest ref (attachpoint) of Dropship 0004 <gen> using Abilities\Spells\Orc\Voodoo\VoodooAuraTarget.mdl
    Special Effect - Create a special effect attached to the Head Ref (attachpoint) of Dropship 0004 <gen> using Dropship Light.mdx
    Set VariableSet SPX = (Last created special effect)
    Set VariableSet RadioVolume = 30.00
    -------- -------- --------
    -------- Dropship entering atmosphere --------
    -------- -------- --------
    Camera - .Apply. gg_cam_Outside_Dropship_Entering_Atmosphere for Player 1 (Red) over 0.00 seconds
    Animation - Change Dropship 0004 <gen> flying height to 450.00 at 30.00
    Camera - Shake the camera for Player 1 (Red) with magnitude 3
    Wait 2.00 seconds
    Animation - Change Dropship 0004 <gen> flying height to 300.00 at 85.00
    Wait 0.50 seconds
    Animation - Change Dropship 0004 <gen> flying height to 0.00 at 200.00
    Wait 1.25 seconds
    Trigger - Turn on Landing_Softer <gen>
    Camera - Stop swaying/shaking the camera for Player 1 (Red).
    Camera - .Apply. gg_cam_Outside_Dropship_Landing for Player 1 (Red) over 0.00 seconds
    Environment - Set fog to style Linear, z-start 400.00, z-end 3800.00, density 30.00 and color (0.00%, 0.00%, 0.00%)
    Camera - Set Player 1 (Red)'s camera Distance to target to 800.00 over 2.75 seconds
    Special Effect - Destroy SPX
    Wait 2.50 seconds
    Sound - Play Dessert_Wind_Panned___Amped <gen> at 85.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Unit - Create 1.Dropship (High Height) for Player 1 (Red) at (Center of Helipad_Landing <gen>) facing Default building facing degrees
    Special Effect - Create a special effect attached to the Chest Ref (attachpoint) of (Last created unit) using Dropship Light.mdx
    Animation - Change (Last created unit) flying height to 90.00 at 75.00
    Camera - .Apply. gg_cam_Outside_Dropship_Landed for Player 1 (Red) over 0.00 seconds
    Animation - Play (Last created unit)'s morph (animationname) animation
    Wait 5.00 seconds
    Sound - Stop SoundLoop After fading
    Sound - Play Dustsettling <gen> at 85.00% volume, skipping the first 0 seconds
    Animation - Play (Last created unit)'s stand alternate (animationname) animation
    Wait 1.50 seconds
    Sound - Play Unload <gen> at 25.00% volume, skipping the first 0 seconds
    Unit - Move Commander 0006 <gen> instantly to (Center of Helipad_Landing <gen>)
    Unit - Order Commander 0006 <gen> to Move To.(Center of Helipad_Marine_1 <gen>)
    Wait 0.50 seconds
    Sound - Play Unload <gen> at 25.00% volume, skipping the first 0 seconds
    Unit - Move Marauder 0005 <gen> instantly to (Center of Helipad_Landing <gen>)
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Helipad_Marine_2 <gen>)
    Wait 0.50 seconds
    Sound - Play Unload <gen> at 25.00% volume, skipping the first 0 seconds
    Unit - Move Medic 0007 <gen> instantly to (Center of Helipad_Landing <gen>)
    Unit - Order Medic 0007 <gen> to Move To.(Center of Helipad_Marine_3 <gen>)
    Wait 2.00 seconds
    -------- ------------- --------
    -------- Team Scouts area --------
    -------- ------------- --------
    Set VariableSet FootstepsVolume = 35.00
    Trigger - Turn on Footsteps_Sand_Many <gen>
    Camera - .Apply. gg_cam_Outside_1 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Outside_2 for Player 1 (Red) over 7.25 seconds
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Floodlight_Stand <gen>)
    Wait 0.50 seconds
    Unit - Order Medic 0007 <gen> to Move To.(Center of Truck_Marine_2 <gen>)
    Wait 1.50 seconds
    Unit - Order Commander 0006 <gen> to Move To.(Center of Truck_Marine_1 <gen>)
    Wait until ((Floodlight_Stand <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Wait until ((Truck_Marine_2 <gen> contains Medic 0007 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Sand_Many <gen>
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Wait 1.00 seconds
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Animation - Play Creature 0046 <gen>'s stand (animationname) animation
    Camera - .Apply. gg_cam_Outside_Scorpian for Player 1 (Red) over 0.00 seconds
    Wait 1.25 seconds
    Unit - Order Creature 0046 <gen> to Move To.(Center of Outside_Scorpian_Move_1 <gen>)
    Sound - Play ScorpianSound <gen> at 35.00% volume, skipping the first 0 seconds
    Set VariableSet FootstepsVolume = 20.00
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Wait until ((Outside_Scorpian_Move_1 <gen> contains Creature 0046 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Wait 0.25 seconds
    Animation - Play Creature 0046 <gen>'s stand - 2 (animationname) animation
    Animation - Queue Creature 0046 <gen>'s stand (animationname) animation
    Wait 2.75 seconds
    Camera - .Apply. gg_cam_Outside_Floodlight for Player 1 (Red) over 0.00 seconds
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Outside_Truck for Player 1 (Red) over 0.00 seconds
    Set VariableSet FootstepsVolume = 35.00
    Unit - Order Creature 0046 <gen> to Move To.(Center of Outside_Scorpian_Move_2 <gen>)
    Unit - Set Creature 0046 <gen> movement speed to 140.00
    Unit - Set Medic 0007 <gen> movement speed to 120.00
    Unit - Order Medic 0007 <gen> to Move To.(Center of Truck_Marine_Move_1 <gen>)
    Wait 1.00 seconds
    Unit - Make Commander 0006 <gen> face Marauder 0005 <gen> over 1.25 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Get over here Joey!
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 290.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 0.75 seconds
    Unit - Set Medic 0007 <gen> movement speed to 90.00
    Unit - Order Medic 0007 <gen> to Move To.(Center of Truck_Marine_Move_2 <gen>)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Truck_Marine_3 <gen>)
    Wait until ((Truck_Marine_3 <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Unit - Make Creature 0046 <gen> face 135.00 over 1.25 seconds
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Wait 1.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Where are my Marines!?
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 290.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Unit - Set Medic 0007 <gen> movement speed to 130.00
    Unit - Order Medic 0007 <gen> to Move To.(Center of Truck_Marine_2 <gen>)
    Animation - Lock Medic 0007 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Unit - Order Commander 0006 <gen> to Move To.(Center of Outside_Move_1 <gen>)
    Camera - .Apply. gg_cam_Outside_3 for Player 1 (Red) over 2.00 seconds
    Wait 0.10 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Trace:|r Aww, easy on the new guys! They'll be here soon.
    Set VariableSet TalkV_Unit = Medic 0007 <gen>
    Set VariableSet TalkV_Offset = 100.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait until ((Truck_Marine_2 <gen> contains Medic 0007 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.25 seconds
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Unit - Make Medic 0007 <gen> face Commander 0006 <gen> over 0.65 seconds
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Camera - .Apply. gg_cam_Outside_4 for Player 1 (Red) over 0.00 seconds
    Sound - Play Unload <gen> at 15.00% volume, skipping the first 0 seconds
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Animation - Lock Medic 0007 <gen>'s Head to face Marine 0014 <gen>, offset by (0, 0, 90)
    Unit - Move Marine 0013 <gen> instantly to (Center of Helipad_Landing <gen>)
    Unit - Order Marine 0013 <gen> to Move To.(Center of Outside_Marine_1 <gen>)
    Unit - Move Marine 0014 <gen> instantly to (Center of Helipad_Landing <gen>)
    Unit - Order Marine 0014 <gen> to Move To.(Center of Outside_Marine_2 <gen>)
    Wait 0.50 seconds
    Unit - Make Medic 0007 <gen> face 360.00 over 0.70 seconds
    Unit - Make Commander 0006 <gen> face 360.00 over 0.70 seconds
    Unit - Make Marauder 0005 <gen> face 360.00 over 0.70 seconds
    Animation - Lock Marine 0013 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Animation - Lock Marine 0014 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Wait until ((Outside_Marine_1 <gen> contains Marine 0013 <gen>) Equal to True), checking every 0.10 seconds
    Wait until ((Outside_Marine_2 <gen> contains Marine 0014 <gen>) Equal to True), checking every 0.10 seconds
    Animation - Reset Medic 0007 <gen>'s body-part facing
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Wait 0.50 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Animation - Lock Commander 0006 <gen>'s Head to face Marine 0013 <gen>, offset by (0, 0, 90)
    Set VariableSet TalkV_Message = Marine #1:|r Reporting!
    Set VariableSet TalkV_Unit = Marine 0013 <gen>
    Set VariableSet TalkV_Offset = 330.00
    Set VariableSet TalkV_Angle = 0.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 2.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Animation - Reset Commander 0006 <gen>'s body-part facing
    Animation - Lock Marine 0013 <gen>'s Head to face Marauder 0005 <gen>, offset by (0, 0, 90)
    Animation - Lock Marine 0014 <gen>'s Head to face Marauder 0005 <gen>, offset by (0, 0, 90)
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Outside_5 for Player 1 (Red) over 0.00 seconds
    Set VariableSet TalkV_Message = Joey:|r Haha, punctual as usual fellas!
    Set VariableSet TalkV_Unit = Marauder 0005 <gen>
    Set VariableSet TalkV_Offset = 24.00
    Set VariableSet TalkV_Angle = 10.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 0.50 seconds
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Animation - Lock Marine 0013 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Animation - Lock Marine 0014 <gen>'s Head to face Commander 0006 <gen>, offset by (0, 0, 90)
    Wait 0.75 seconds
    Camera - .Apply. gg_cam_Outside_6 for Player 1 (Red) over 0.00 seconds
    Unit - Make Marauder 0005 <gen> face Commander 0006 <gen> over 0.50 seconds
    Unit - Set Medic 0007 <gen> movement speed to (Default movement speed of Medic 0007 <gen>)
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Let's Move!
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 0.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Animation - Reset Marine 0013 <gen>'s body-part facing
    Animation - Reset Marine 0014 <gen>'s body-part facing
    Wait 1.00 seconds
    Unit - Set Marine 0014 <gen> movement speed to 160.00
    Unit Group - Pick every unit in Team and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked unit) Not equal to Marine 0014 <gen>
          Then - Actions
            Unit - Order (Picked unit) to Move To.(Center of Enter_Command_Center <gen>)
          Else - Actions
    Trigger - Turn on Footsteps_Sand_Many <gen>
    Trigger - Turn on Footsteps_Volume_Softer <gen>
    Wait 1.00 seconds
    Sound - Play Ring_High_Pitch___Sound_Effect <gen> at 100.00% volume, skipping the first 0 seconds
    Unit - Remove Creature 0046 <gen> from the game
    Unit - Create 1.Zergling for Player 12 (Brown) at (Center of Outside_Zergling <gen>) facing Default building facing degrees
    Set VariableSet Zergling = (Last created unit)
    Unit - Make Zergling face (Center of Truck_Marine_2 <gen>) over 0.50 seconds
    Animation - Change Zergling's size to (200.00%, 200.00%, 200.00%) of its original size
    Camera - Set Player 1 (Red)'s camera Distance to target to 80.00 over 1.50 seconds
    Camera - Set Player 1 (Red)'s camera Height Offset to 95.00 over 1.50 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to 360.00 over 1.50 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to (Facing of Marine 0014 <gen>) over 1.50 seconds
    Camera - Pan camera for Player 1 (Red) to (Position of Marine 0014 <gen>) over 1.50 seconds
    Wait 2.00 seconds
    Wait until ((Footsteps_Volume_Softer <gen> is on) Not equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Sand_Many <gen>
    Camera - Lock camera target for Player 1 (Red) to Marine 0014 <gen>, offset by (0, 0.00) using The unit's rotation
    Trigger - Turn on Camera_Rotation_Loop <gen>
    Set VariableSet FootstepsVolume = 35.00
    Trigger - Turn on Footsteps_Sand_Single <gen>
    Unit - Order Marine 0014 <gen> to Move To.(Center of Truck_Marine_2 <gen>)
    Wait until ((Truck_Marine_2 <gen> contains Marine 0014 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Sand_Single <gen>
    Unit - Make Marine 0014 <gen> face (Center of Enter_Command_Center <gen>) over 1.70 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to 5.50 over 2.00 seconds
    Wait 1.25 seconds
    Sound - Play ZZeYes01_Panned <gen> at 37.00% volume, skipping the first 0 seconds
    Wait 0.20 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to 7.50 over 0.30 seconds
    Unit - Make Marine 0014 <gen> face (Center of Outside_Zergling <gen>) over 0.30 seconds
    Unit - Make Zergling face Marine 0014 <gen> over 0.20 seconds
    Animation - Play Zergling's attack (animationname) animation
    Wait 0.10 seconds
    Unit - Order Zergling to Move To.(Center of Outside_Zergling_Move <gen>)
    Camera - Sway the camera target for Player 1 (Red) with magnitude 5.00 and velocity 0.1
    Sound - Stop Ring_High_Pitch___Sound_Effect <gen> Immediately
    Sound - Play ZRescue <gen> at 95.00% volume, skipping the first 0 seconds
    Cinematic - Fade out over 0.20 seconds using texture Dream and color (70.00%, 10.00%, 10.00%) with 10.00% transparency
    Wait 0.20 seconds
    Cinematic - Fade in over 1.00 seconds using texture Ground Fog and color (70.00%, 10.00%, 10.00%) with 50.00% transparency
    Wait 0.30 seconds
    Camera - Stop swaying/shaking the camera for Player 1 (Red).
    Wait 2.00 seconds
    Sound - Play Heavy_Breathing_Man_Shorter <gen> at 35.00% volume, skipping the first 0 seconds
    Trigger - Turn off Camera_Rotation_Loop <gen>
    Camera - .Apply. gg_cam_Enter_Command_Center_3 for Player 1 (Red) over 0 seconds
    Set VariableSet FootstepsVolume = 18.00
    Trigger - Turn on Footsteps_Sand_Fast <gen>
    Unit - Order Marine 0014 <gen> to Move To.(Center of Enter_Command_Center <gen>)
    Unit - Set Marine 0014 <gen> movement speed to 310.00
    Unit - Remove Zergling from the game
    Wait 3.00 seconds
    Trigger - Turn off Footsteps_Sand_Fast <gen>
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    Trigger - Run Cinematic_3 <gen> (ignoring conditions)
This trigger contains scenes where the Marines enter the Command Center
Cinematic 3
  Events
  Conditions
  Actions
    -------- -------- --------
    -------- Setup --------
    -------- -------- --------
    Environment - Reset fog to default values
    Destructible - Remove Lighting
    Environment - Set sky to None
    Set VariableSet RadioVolume = 18.00
    Set VariableSet FootstepsVolume = 13.00
    Sound - Stop Ambience Immediately
    Sound - Play Horror_Ambience__26___from_YouTube <gen> at 20.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Sound - Play creepy_war_horn <gen> at 55.00% volume, skipping the first 0 seconds
    Sound - Play Hallow_Wind_Loop <gen> at 28.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience2 = (Last played sound)
    Trigger - Turn on Water_Dripping <gen>
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_1 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[1] = (Last created destructible)
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_2 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[2] = (Last created destructible)
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_3 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[3] = (Last created destructible)
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_4 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[4] = (Last created destructible)
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_5 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[5] = (Last created destructible)
    Destructible - Create a B00W (destructablecode) at (Center of Command_Center_Hallway_Light_6 <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet LightsHallway[6] = (Last created destructible)
    -------- -------- --------
    -------- Into the Command Center --------
    -------- -------- --------
    Camera - .Apply. gg_cam_Command_Center_1x3 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 1.25 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 7.25 seconds
    Sound - Set volume of Ambience to 40.00%
    -------- Marines get a dimmer light for inside the Command Center --------
    -------- We can't create lights for all Marines. Too many lights will cause bugs. --------
    -------- Important to place strict limits on light counts --------
    Special Effect - Create a special effect attached to the origin (attachpoint) of Commander 0006 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[1] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marauder 0005 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[2] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Medic 0007 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0014 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[5] = (Last created special effect)
    -------- These lights were only for the previous scene --------
    -------- They need to be removed before next scenes --------
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Destructible - Remove LightsHallway[(Integer A)]
    Camera - .Apply. gg_cam_Command_Center_1 for Player 1 (Red) over 0 seconds
    Sound - Set volume of Ambience2 to 12.00%
    Wait 1.50 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 48.00 over 12.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Joey:|r Looks like the powers out boss.
    Set VariableSet TalkV_Unit = Marauder 0005 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 90.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Let's locate the generator room.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 90.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.25 seconds
    Unit Group - Pick every unit in Team and do (Actions)
      Loop - Actions
        Unit - Set (Picked unit) movement speed to 165.00
    Unit - Set Commander 0006 <gen> movement speed to 195.00
    Wait 2.00 seconds
    Trigger - Turn on Footsteps_Metal_Many <gen>
    Unit Group - Pick every unit in Team and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.(Center of Center_Fan <gen>)
        Wait 0.25 seconds
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Command_Center_2 for Player 1 (Red) over 0 seconds
    Camera - Pan camera for Player 1 (Red) to (Center of Center_Fan_Commander <gen>) over 10.00 seconds
    Wait 4.00 seconds
    Set VariableSet FootstepsVolume = 10.00
    Animation - Change Ceiling Fan 0040 <gen>'s animation speed to 28.00% of its original speed
    Camera - .Apply. gg_cam_Command_Center_3 for Player 1 (Red) over 0 seconds
    Set VariableSet FanVolume = 80.00
    Trigger - Turn on Fan_Sounds <gen>
    Unit - Order Commander 0006 <gen> to Move To.(Center of Center_Fan_Commander <gen>)
    Unit - Order Medic 0007 <gen> to Move To.(Center of Center_Fan_Medic <gen>)
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Center_Fan_Marauder <gen>)
    Unit - Order Marine 0013 <gen> to Move To.(Center of Center_Fan_Marine_1 <gen>)
    Wait 0.20 seconds
    Unit - Order Marine 0014 <gen> to Move To.(Center of Center_Fan_Marine_2 <gen>)
    Wait until ((Center_Fan_Commander <gen> contains Commander 0006 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Set VariableSet FanVolume = 17.00
    Camera - .Apply. gg_cam_Command_Center_4 for Player 1 (Red) over 0 seconds
    Unit - Make Commander 0006 <gen> face 315.00 over 0.40 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_DurationBuffer = 1.50
    Set VariableSet TalkV_DurationBuffer = 1.50
    Set VariableSet TalkV_Message = John:|r Take the east quadrant Marines!
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 260.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Marine #1:|r Roger Sir!
    Set VariableSet TalkV_Unit = Marine 0013 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 45.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TalkV_Message = Marine #2:|r Roger that.
    Set VariableSet TalkV_Unit = Marine 0014 <gen>
    Set VariableSet TalkV_Offset = 180.00
    Set VariableSet TalkV_Angle = 45.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Set VariableSet TalkV_DurationBuffer = 0.75
    Unit - Order Commander 0006 <gen> to Move To.(Center of Lab_Commander_1 <gen>)
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Lab_Marauder_1 <gen>)
    Unit - Order Medic 0007 <gen> to Move To.(Center of Lab_Medic_1 <gen>)
    Unit - Order Marine 0013 <gen> to Move To.(Center of Generator_Marine_1 <gen>)
    Unit - Order Marine 0014 <gen> to Move To.(Center of Generator_Marine_2 <gen>)
    Wait 1.50 seconds
    Set VariableSet FanVolume = 12.00
    Camera - .Apply. gg_cam_Command_Center_5 for Player 1 (Red) over 0.00 seconds
    Wait 4.75 seconds
    Set VariableSet FanVolume = 6.00
    Trigger - Turn off Footsteps_Metal_Many <gen>
    Camera - .Apply. gg_cam_Command_Center_Spy_1 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Command_Center_Spy_2 for Player 1 (Red) over 1.50 seconds
    Wait 1.25 seconds
    Sound - Play Monster_Lurking <gen> at 65.00% volume, skipping the first 0 seconds
    Camera - .Apply. gg_cam_Command_Center_Spy_3 for Player 1 (Red) over 2.75 seconds
    Wait 2.60 seconds
    Camera - .Apply. gg_cam_Command_Center_Spy_4 for Player 1 (Red) over 1.75 seconds
    Wait 4.00 seconds
    Trigger - Turn off Fan_Sounds <gen>
    Trigger - Run Cinematic_4 <gen> (ignoring conditions)
This trigger contains scenes where the Marines discover the generator room and wait for the others to bring the key card.
Jack, Joey and Trace discover there are others with them.
Cinematic 4
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_Generator_1 for Player 1 (Red) over 0 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 60.00 over 14.00 seconds
    Set VariableSet FootstepsVolume = 13.00
    Trigger - Turn on Footsteps_Metal_Many <gen>
    Wait until ((Generator_Marine_1 <gen> contains Marine 0013 <gen>) Equal to True), checking every 0.10 seconds
    Wait until ((Generator_Marine_2 <gen> contains Marine 0014 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Many <gen>
    Unit - Make Marine 0013 <gen> face (Position of Starcraft Gate 0094 <gen>) over 1.25 seconds
    Unit - Make Marine 0014 <gen> face (Position of Starcraft Gate 0094 <gen>) over 1.25 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Marine #2:|r Squad bravo to squad Alpha, come in.
    Set VariableSet TalkV_Unit = Marine 0014 <gen>
    Set VariableSet TalkV_Offset = 180.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.25 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Reporting...
    Set VariableSet TalkV_Unit = Dummy Unit 0060 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 285.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.50 seconds
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Unit - Order Marine 0014 <gen> to Move To.(Center of Generator_Commander_Open <gen>)
    Camera - .Apply. gg_cam_Generator_2 for Player 1 (Red) over 0 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Marine #2:|r We've located the Generator room, but we'll need some sort of access card.
    Set VariableSet TalkV_Unit = Marine 0014 <gen>
    Set VariableSet TalkV_Offset = 180.00
    Set VariableSet TalkV_Angle = 130.00
    Set VariableSet TalkV_Speed = 0.05
    Set VariableSet TalkV_DurationBuffer = 1.25
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait until ((Generator_Commander_Open <gen> contains Marine 0014 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.75 seconds
    Unit - Make Marine 0014 <gen> face Marine 0013 <gen> over 0.60 seconds
    Camera - .Apply. gg_cam_Generator_1 for Player 1 (Red) over 0 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 65.00 over 10.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r Roger Marine. Standby until we arrive.
    Set VariableSet TalkV_Unit = Dummy Unit 0060 <gen>
    Set VariableSet TalkV_Offset = 128.00
    Set VariableSet TalkV_Angle = 285.00
    Set VariableSet TalkV_Speed = 0.06
    Set VariableSet TalkV_DurationBuffer = 0.75
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.75 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Marine #2:|r Roger that.
    Set VariableSet TalkV_Unit = Marine 0014 <gen>
    Set VariableSet TalkV_Offset = 180.00
    Set VariableSet TalkV_Angle = 130.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (0.07 x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.75 seconds
    -------- ----------- --------
    -------- Lab --------
    -------- ----------- --------
    Special Effect - Destroy MarineLights[4]
    Special Effect - Destroy MarineLights[5]
    Special Effect - Create a special effect at (Center of Lights_Lab_Water_1 <gen>) using Lab Water Light.mdx
    Special Effect - Create a special effect at (Center of Lights_Lab_Acid_1 <gen>) using Lab Acid Light.mdx
    Sound - Play Door4Opn <gen> at 50.00% volume, skipping the first 0 seconds
    Destructible - Open Starcraft Gate 0362 <gen>
    Camera - .Apply. gg_cam_Lab_1 for Player 1 (Red) over 0 seconds
    Wait 3.00 seconds
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Lab_Marauder_2 <gen>)
    Wait 0.50 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Trigger - Turn on Footsteps_Metal_Many <gen>
    Unit - Order Medic 0007 <gen> to Move To.(Center of Lab_Medic_2 <gen>)
    Wait 0.50 seconds
    Unit - Order Commander 0006 <gen> to Move To.(Center of Lab_Commander_2 <gen>)
    Wait 0.50 seconds
    Trigger - Turn off Footsteps_Metal_Many <gen>
    Camera - .Apply. gg_cam_Lab_2 for Player 1 (Red) over 0 seconds
    Sound - Play Bubbles__compressed_u <gen> at 10.00% volume, skipping the first 0 seconds
    Set VariableSet Bubbles = (Last played sound)
    Wait 5.00 seconds
    Sound - Set volume of Bubbles to 3.50%
    Unit - Make Commander 0006 <gen> face 270.00 over 0 seconds
    Camera - .Apply. gg_cam_Lab_4x6 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Lab_4x7 for Player 1 (Red) over 5.00 seconds
    Sound - Play horror_suspense_violins <gen> at 85.00% volume, skipping the first 0 seconds
    Set VariableSet MusicLayers[1] = (Last played sound)
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Lab_6 for Player 1 (Red) over 0.00 seconds
    Wait 2.25 seconds
    Camera - .Apply. gg_cam_Lab_6x2 for Player 1 (Red) over 0.00 seconds
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Lab_4 for Player 1 (Red) over 0.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Trace:|r This blood is fresh...
    Set VariableSet TalkV_Unit = Medic 0007 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 100.00
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Unit - Make Medic 0007 <gen> face Commander 0006 <gen> over 0.75 seconds
    Wait 1.50 seconds
    Camera - .Apply. gg_cam_Lab_7 for Player 1 (Red) over 0.00 seconds
    Unit - Make Marauder 0005 <gen> face Commander 0006 <gen> over 0.65 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Joey:|r Who else could be here with us?
    Set VariableSet TalkV_Unit = Marauder 0005 <gen>
    Set VariableSet TalkV_Offset = 40.00
    Set VariableSet TalkV_Angle = 100.00
    Set VariableSet TalkV_Speed = 0.05
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Lab_8 for Player 1 (Red) over 0.00 seconds
    Unit - Make Commander 0006 <gen> face 45.00 over 0.50 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = John:|r We need to group with the others now.
    Set VariableSet TalkV_Unit = Commander 0006 <gen>
    Set VariableSet TalkV_Offset = 60.00
    Set VariableSet TalkV_Angle = 100.00
    Set VariableSet TalkV_Speed = 0.04
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Wait 0.75 seconds
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Lab_Marauder_4 <gen>)
    Unit - Set Marauder 0005 <gen> movement speed to 250.00
    Set VariableSet FootstepsVolume = 26.00
    Trigger - Turn on Footsteps_Metal_Fast <gen>
    Camera - .Apply. gg_cam_Lab_5 for Player 1 (Red) over 0 seconds
    Wait 1.00 seconds
    Wait until ((Lab_Marauder_4 <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Wait 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Fast <gen>
    Unit - Make Marauder 0005 <gen> face Keycard 0041 <gen> over 0.25 seconds
    Wait 0.10 seconds
    Sound - Play ItemPickup <gen> at 40.00% volume, skipping the first 0 seconds
    Unit - Kill Keycard 0041 <gen>
    Wait 0.50 seconds
    Trigger - Run Cinematic_5 <gen> (ignoring conditions)
One of the Marines are killed by a hydralisk.
Cinematic 5
  Events
  Conditions
  Actions
    -------- ----------- --------
    -------- Setup --------
    -------- ----------- --------
    -------- Give the Marines some dimmer lights --------
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Dim Zerg Light.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0014 <gen> using Dim Zerg Light.mdx
    Set VariableSet MarineLights[5] = (Last created special effect)
    Sound - Stop Bubbles Immediately
    Unit - Move Marine 0014 <gen> instantly to (Center of Generator_Marine_2 <gen>), facing Default building facing degrees
    -------- ----------- --------
    -------- Hydralisk Attack --------
    -------- ----------- --------
    Camera - .Apply. gg_cam_Generator_1 for Player 1 (Red) over 0 seconds
    Wait 1.00 seconds
    Unit - Make Marine 0013 <gen> face 360.00 over 0.50 seconds
    Unit - Make Marine 0014 <gen> face 360.00 over 0.50 seconds
    Sound - Stop MusicLayers[1] Immediately
    Sound - Stop Ambience Immediately
    Sound - Play Hydra_Pissed_Panned <gen> at 90.00% volume, skipping the first 0 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Marine 0013 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Marine 0014 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Special Effect - Destroy (Last created special effect)
    Wait for (Last played sound) to be 0 seconds from finished playing
    Sound - Play Gun_Reload_2_Marines <gen> at 80.00% volume, skipping the first 0 seconds
    Animation - Play Marine 0013 <gen>'s stand ready (animationname) animation
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet TalkV_Message = Marine #1:|r What the fuck was that?
    Set VariableSet TalkV_Unit = Marine 0013 <gen>
    Set VariableSet TalkV_Offset = 225.00
    Set VariableSet TalkV_Angle = 130.00
    Set VariableSet TalkV_Speed = 0.06
    Trigger - Run Talk_Start <gen> (ignoring conditions)
    Wait 0.20 seconds
    Sound - Play Heavy_Breathing_Man_Shorter <gen> at 60.00% volume, skipping the first 0 seconds
    Animation - Play Marine 0014 <gen>'s stand ready (animationname) animation
    Set VariableSet TempReal = (TalkV_Speed x (Real((Length of TalkV_Message))))
    Wait TempReal seconds
    Sound - Play Heavy_Breathing_Man_Shorter_Editted <gen> at 75.00% volume, skipping the first 0 seconds
    Unit - Create 1.Hydralisk for Player 12 (Brown) at (Center of Generator_Hydralisk_1 <gen>) facing 180.00 degrees
    Set VariableSet Zergling = (Last created unit)
    Unit - Set Zergling movement speed to 200.00
    Animation - Change Zergling's animation speed to 120.00% of its original speed
    Special Effect - Create a special effect attached to the origin (attachpoint) of Zergling using Hydralisk Light.mdx
    Set VariableSet ZergLights[1] = (Last created special effect)
    Camera - .Apply. gg_cam_Generator_3 for Player 1 (Red) over 0 seconds
    Camera - Pan camera for Player 1 (Red) to ((Target of gg_cam_Generator_3) offset by 256 towards 360.00 degrees.) over 2.00 seconds
    Wait for Heavy_Breathing_Man_Shorter <gen> to be 0 seconds from finished playing
    Sound - Play Heavy_Breathing_Man_Shorter <gen> at 60.00% volume, skipping the first 0 seconds
    Wait 2 seconds
    Unit - Order Zergling to Move To.(Center of Generator_Hydralisk_Move_1 <gen>)
    Sound - Play zhyYes01 <gen> at 80.00% volume, skipping the first 0 seconds
    Set VariableSet HoldCinematic = True
    Countdown Timer - Start BamOutTimer as a One-shot timer that will expire in BamOutTimerAmount[BamCounter] seconds
    Trigger - Turn on Loop_Marine_Attack_Anim <gen>
    Trigger - Run Gunfire_2_Marines <gen> (ignoring conditions)
    Wait 1.00 seconds
    Sound - Play Shells_Mixed <gen> at 70.00% volume, skipping the first 0 seconds
    Wait until (HoldCinematic Equal to False), checking every 0.10 seconds
    Wait 0.10 seconds
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Remove Marine's Lights --------
    -------- The marine's shooting animation will light them up --------
    Special Effect - Destroy MarineLights[4]
    Special Effect - Destroy MarineLights[5]
    Unit - Hide Zergling
    Sound - Play Ghost_Death_Amped <gen> at 90.00% volume, skipping the first 0 seconds
    Unit - Make Zergling face 195.00 over 0 seconds
    Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_3 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_4 for Player 1 (Red) over 1.50 seconds
    Sound - Play Hydralisk_Charge <gen> at 100.00% volume, skipping the first 0 seconds
    Trigger - Turn on Hydralisk_Charging <gen>
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play TMaDth01 <gen> at 100% volume, skipping the first 0 seconds
    Wait 1.45 seconds
    Trigger - Turn off Loop_Marine_Attack_Anim <gen>
    Trigger - Turn off Hydralisk_Charging <gen>
    Cinematic - Fade out and back in over 1.00 seconds using texture White Mask and color (100.00%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Generator_3 for Player 1 (Red) over 0 seconds
    Unit - Unhide Zergling
    Sound - Play Heavy_Flesh_Bash <gen> at 100% volume, skipping the first 0 seconds
    Sound - Play TMaDth01 <gen> at 100% volume, skipping the first 0 seconds
    Animation - Play Marine 0014 <gen>'s death (animationname) animation
    Animation - Play Zergling's attack (animationname) animation
    Animation - Change Zergling's animation speed to 130.00% of its original speed
    Destructible - Create a B00L (destructablecode) at (Center of Generator_Marine_2 <gen>) facing (Random angle) with scale 1 and variation 0
    Trigger - Turn on Loop_Zerg_Animation <gen>
    Wait 0.10 seconds
    -------- Give the marine's light back for the running scene --------
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Dim Zerg Light.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Camera - .Apply. gg_cam_Generator_4 for Player 1 (Red) over 0 seconds
    Unit - Order Marine 0013 <gen> to Move To.(Center of Generator_Hydralisk_1 <gen>)
    Unit - Set Marine 0013 <gen> movement speed to 270.00
    Set VariableSet FootstepsVolume = 35.00
    Trigger - Turn on Footsteps_Metal_Fast <gen>
    Trigger - Turn on Footsteps_Volume_Softer <gen>
    Wait 2.00 seconds
    Trigger - Turn off Footsteps_Metal_Fast <gen>
    Trigger - Turn off Loop_Zerg_Animation <gen>
    Trigger - Turn off Water_Dripping <gen>
    Camera - .Apply. gg_cam_Outside_Command_Center_Overview for Player 1 (Red) over 0 seconds
    Sound - Stop Hallow_Wind_Loop <gen> Immediately
    Camera - Set Player 1 (Red)'s camera Distance to target to 2100.00 over 1.25 seconds
    Unit - Remove Zergling from the game
    Special Effect - Destroy ZergLights[1]
    Set VariableSet Zergling = No unit
    Destructible - Create a B00R (destructablecode) at (Center of Outside_Lighting <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet Lighting = (Last created destructible)
    Game - Set the time of day to 24.00
    Sound - Play Dessert_Wind_Panned___Amped <gen> at 70.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Sound - Play Rumble_with_Reverb <gen> at 100% volume, skipping the first 0 seconds
    Sound - Play zhyPss01 <gen> at 100% volume, skipping the first 0 seconds
    Wait for (Last played sound) to be 0 seconds from finished playing
    Wait 0.50 seconds
    Cinematic - Fade out over 1.50 seconds using texture Operation Char Resized.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 6.00 seconds
    Cinematic - Fade in over 1.50 seconds using texture Operation Char Resized.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.50 seconds
    Sound - Stop Dessert_Wind_Panned___Amped <gen> After fading
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0% transparency
    Wait 1.50 seconds
    Custom script: call SetDayNightModels("Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl" , "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl")
    Cinematic - Fade in over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Credits for Player 1 (Red) over 0 seconds
    Sound - Play Ambient_Hum_Pitched <gen> at 24.00% volume, skipping the first 0 seconds
    Sound - Play Hallow_Wind_Loop <gen> at 35.00% volume, skipping the first 0 seconds
    Trigger - Turn on Credits <gen>
Credits
  Events
    Time - Every 1.45 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreditsString[CreditsCurrentString] Not equal to
        CreditsString[CreditsCurrentString] Not equal to Models
        CreditsString[CreditsCurrentString] Not equal to Tilesets
        CreditsString[CreditsCurrentString] Not equal to Music/SFX
      Then - Actions
        Floating Text - Create floating text that reads ------------------------------------ at (Center of Region_112 <gen>) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 23.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 24.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreditsString[CreditsCurrentString] Not equal to
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                CreditsString[CreditsCurrentString] Equal to Models
                CreditsString[CreditsCurrentString] Equal to Tilesets
                CreditsString[CreditsCurrentString] Equal to Music/SFX
          Then - Actions
            Floating Text - Create floating text that reads CreditsString[CreditsCurrentString] at (Center of Credits <gen>) with Z offset 0, using font size 15.00, color (100%, 100%, 100%), and 0% transparency
          Else - Actions
            Floating Text - Create floating text that reads CreditsString[CreditsCurrentString] at (Center of Credits <gen>) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 23.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 24.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreditsStringAuthor[CreditsCurrentString] Not equal to
      Then - Actions
        Floating Text - Create floating text that reads CreditsStringAuthor[CreditsCurrentString] at (Center of Region_113 <gen>) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 23.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 24.00 seconds
      Else - Actions
    -------- -- --------
    -------- -- --------
    -------- -- --------
    Set VariableSet CreditsCurrentString = (CreditsCurrentString + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreditsCurrentString Equal to CreditsStringCounter
      Then - Actions
        Trigger - Turn off (This trigger)
        Wait 20.00 seconds
        Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Stop Ambient_Hum_Pitched <gen> After fading
        Sound - Stop Hallow_Wind_Loop <gen> After fading
        Wait 2.00 seconds
        Cinematic - Turn cinematic mode Off for (All players)
        Game - Victory Player 1 (Red) (Skip dialogs, Skip scores)
      Else - Actions
Cinematic 0
  Events
    Player - Player 1 (Red) types a chat message containing talk2 (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Setup_Start_Asteroids <gen> (ignoring conditions)
    Trigger - Turn on Move_Objects_Start <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Dropship_Passing for Player 1 (Red) over 0.00 seconds
    Wait until ((Battlecruiser_Move_1 <gen> contains Battlecruiser 0001 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Move_Objects_Start <gen>
    Wait 3.50 seconds
    Sound - Play Spaceship_Loop <gen> at 50.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Camera - .Apply. gg_cam_Spaceship_Window_1 for Player 1 (Red) over 0.00 seconds
    Wait 6.00 seconds
    Animation - Play Civillian 0011 <gen>'s stand (animationname) animation
    Camera - .Apply. gg_cam_Spaceship_Window_3 for Player 1 (Red) over 2.00 seconds
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Spaceship_Marauder_Move <gen>)
    Set VariableSet FootstepsVolume = 10.00
    Trigger - Turn on Footsteps_Metal_Single <gen>
    Trigger - Turn on Footsteps_Volume_Louder <gen>
    Wait until ((Spaceship_Marauder_Move <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Trigger - Turn off Footsteps_Metal_Single <gen>
    Unit - Make Commander 0006 <gen> face Marauder 0005 <gen> over 1.25 seconds
    Set VariableSet speech = John:|r We're almost there...
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Unit - Make Commander 0006 <gen> face Marauder 0005 <gen> over 1.25 seconds
    Set VariableSet speech = Joey:|r We should be there and back in no time!
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 148.00 towards 220.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Animation - Play Civillian 0011 <gen>'s stand - 3 (animationname) animation
    Animation - Queue Civillian 0011 <gen>'s stand - 4 (animationname) animation
    Unit - Make Medic 0007 <gen> face Marauder 0005 <gen> over 1.25 seconds
    Wait 0.50 seconds
    Unit - Make Commander 0006 <gen> face Medic 0007 <gen> over 1.25 seconds
    Set VariableSet speech = Trace:|r Easy boys, lets just make this a safe trip!
    Set VariableSet SpeechUnit = Medic 0007 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.50 seconds
    Set VariableSet speech = John:|r Righto Trace...
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.50 seconds
    Unit - Make Marauder 0005 <gen> face Commander 0006 <gen> over 1.25 seconds
    Unit - Make Medic 0007 <gen> face Commander 0006 <gen> over 1.25 seconds
    Set VariableSet speech = John:|r I'll see you two tomorrow on the deck at 0900 hours.
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 2.75 seconds
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    -------- ------ --------
    -------- ------ --------
    -------- ------ --------
    Unit - Move Commander 0006 <gen> instantly to (Position of Bed 0081 <gen>), facing 270.00 degrees
    Unit - Move Medic 0007 <gen> instantly to (Position of Bed 0080 <gen>), facing 270.00 degrees
    Unit - Move Marauder 0005 <gen> instantly to (Position of Bed 0082 <gen>), facing 270.00 degrees
    Camera - .Apply. gg_cam_Spaceship_Beds for Player 1 (Red) over 0.00 seconds
    Custom script: call SetDayNightModels("","")
    Cinematic - Fade in over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Trigger - Turn off Spawn_Large_Asteroids <gen>
    Trigger - Turn off Spawn_Small_Asteroids <gen>
    Sound - Play Transmission <gen> at 80.00% volume, skipping the first 0 seconds
    Destructible - Show
    Set VariableSet speech = Computer:|r Good morning captain. We are approaching your destination.
    Set VariableSet SpeechUnit = No unit
    Set VariableSet SpeechPoint = ((Position of ) offset by 128.00 towards 270.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Unit - Order Commander 0006 <gen> to Move To.(Center of Spaceship_Bed_Move_1 <gen>)
    Wait until ((Spaceship_Bed_Move_1 <gen> contains Commander 0006 <gen>) Equal to True), checking every 0.10 seconds
    Unit - Make Commander 0006 <gen> face 90.00 over 1.25 seconds
    Set VariableSet speech = John:|r UP YOU GET BOYS!!
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 130.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Set VariableSet speech = Joey:|r Aww capt, 5 more minutes?!
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 0.25 seconds
    Sound - Play Transmission <gen> at 80.00% volume, skipping the first 0 seconds
    Set VariableSet speech = Computer:|r Initiating lighting sequence...
    Set VariableSet SpeechUnit = No unit
    Set VariableSet SpeechPoint = ((Position of ) offset by 128.00 towards 270.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Sound - Play at 80.00% volume, skipping the first 0 seconds
    Wait for (Last played sound) to be 0.25 seconds from finished playing
    Sound - Play at 90.00% volume, skipping the first 0 seconds
    Custom script: call SetDayNightModels("Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl" , "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl")
    Set VariableSet speech = Joey:|r Ehhhhhawwww
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 512.00 towards 90.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop Ambience After fading
    Wait 1.50 seconds
    Camera - .Apply. gg_cam_Planet for Player 1 (Red) over 0.00 seconds
    Unit - Move Battlecruiser 0001 <gen> instantly to (Center of BattleCruiser_Move_2 <gen>), facing 120.00 degrees
    Unit - Set Battlecruiser 0001 <gen> movement speed to 1.00
    Animation - Change Battlecruiser 0001 <gen>'s size to (75.00%, 75.00%, 75.00%) of its original size
    Animation - Change Battlecruiser 0001 <gen> flying height to 400.00 at 0.00
    Cinematic - Fade in over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    Animation - Play Battlecruiser 0001 <gen>'s walk (animationname) animation, using only Common animations
    Wait 4.00 seconds
    -------- ------ --------
    -------- ------ --------
    -------- ------ --------
Cinematic 00
  Events
  Conditions
  Actions
    Unit - Order Commander 0006 <gen> to Move To.(Center of Lab_Commander_1 <gen>)
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Lab_Commander_1 <gen>)
    Unit - Order Medic 0007 <gen> to Move To.(Center of Lab_Commander_1 <gen>)
    -------- ---- --------
    -------- ---- --------
    -------- ---- --------
    Sound - Play at 25.00% volume, skipping the first 0 seconds
    Set VariableSet Ambience = (Last played sound)
    Camera - .Apply. gg_cam_Generator_5 for Player 1 (Red) over 0 seconds
    Unit - Move Commander 0006 <gen> instantly to (Center of Generator_Commander_1 <gen>)
    Unit - Move Marauder 0005 <gen> instantly to (Center of Generator_Marauder_1 <gen>)
    Unit - Move Medic 0007 <gen> instantly to (Center of Generator_Medic_1 <gen>)
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Generator_Marine_1 <gen>)
    Unit - Order Commander 0006 <gen> to Move To.(Center of Generator_Commander_2 <gen>)
    Unit - Order Medic 0007 <gen> to Move To.(Center of Generator_Medic_2 <gen>)
    Wait until ((Generator_Marine_1 <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Wait until ((Generator_Medic_2 <gen> contains Medic 0007 <gen>) Equal to True), checking every 0.10 seconds
    Wait until ((Generator_Commander_2 <gen> contains Commander 0006 <gen>) Equal to True), checking every 0.10 seconds
    Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_2 for Player 1 (Red) over 0 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 155.00 over 10.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = Trace:|r Jesus Christ...
    Set VariableSet SpeechUnit = Medic 0007 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = Joey:|r There wasn't suppose to be Zerg here boss!
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 175.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Unit - Make Medic 0007 <gen> face 180.00 over 1.25 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = Trace:|r This changes everything. We need to leave!
    Set VariableSet SpeechUnit = Medic 0007 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Unit - Make Commander 0006 <gen> face Medic 0007 <gen> over 0.75 seconds
    Camera - .Apply. gg_cam_Generator_5 for Player 1 (Red) over 0 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = John:|r Where do you think your going?
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 2.00 seconds
    Unit - Make Marauder 0005 <gen> face Commander 0006 <gen> over 1.00 seconds
    Unit - Make Medic 0007 <gen> face Commander 0006 <gen> over 1.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = John:|r Do you guys think you can just leave without the artifact?
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 2.50 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = John:|r We'll be shot if we return to Earth without it!
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at RadioVolume% volume, skipping the first 0 seconds
    Set VariableSet speech = Trace:|r This is suicide John!
    Set VariableSet SpeechUnit = Medic 0007 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Generator_7 for Player 1 (Red) over 0 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at 45.00% volume, skipping the first 0 seconds
    Set VariableSet speech = John:|r WE DON'T HAVE A CHOICE!
    Set VariableSet SpeechUnit = Commander 0006 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 4.75 seconds
    Camera - .Apply. gg_cam_Generator_5 for Player 1 (Red) over 0 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at 45.00% volume, skipping the first 0 seconds
    Set VariableSet speech = Joey:|r Alright, we'll find the artifact.
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Generator_2 for Player 1 (Red) over 3.00 seconds
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Generator_Commander_Open <gen>)
    Wait 0.75 seconds
    Sound - Play RadioSounds[(Random integer number between 1 and 5)] at 45.00% volume, skipping the first 0 seconds
    Set VariableSet speech = Joey:|r Lets start by switching the lights on...
    Set VariableSet SpeechUnit = Marauder 0005 <gen>
    Set VariableSet SpeechPoint = ((Position of SpeechUnit) offset by 225.00 towards 100.00 degrees.)
    Trigger - Run Speech <gen> (ignoring conditions)
    Wait until (SpeechFinished Equal to True), checking every 0.10 seconds
    Wait until ((Generator_Commander_Open <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
    Unit - Make Marauder 0005 <gen> face 90.00 over 1.00 seconds
    Wait 1.00 seconds
    Sound - Play Door4Opn <gen> at 50.00% volume, skipping the first 0 seconds
    Destructible - Open Starcraft Gate 0094 <gen>
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Generator_5555 for Player 1 (Red) over 0.00 seconds
    Unit - Order Marauder 0005 <gen> to Move To.(Center of Center_Generator_Computer <gen>)
    Wait 2 seconds
    Camera - .Apply. gg_cam_Generator_444 for Player 1 (Red) over 0.00 seconds
    Destructible - Pick every destructible in (Playable map area) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to B00N (destructablecode)
          Then - Actions
            Set VariableSet TempPoint = (Position of (Picked destructible))
            Unit - Create 1.Lightpost Light for Player 1 (Red) at TempPoint facing Default building facing degrees
            Custom script: call RemoveLocation (udg_TempPoint)
          Else - Actions
    Cinematic - Turn cinematic mode Off for (All players)
Cinematic 33
  Events
  Conditions
  Actions
    -------- ----------- --------
    -------- Old Scene --------
    -------- Was used at the end of Cinematic 3 before the spy scene was introduced. --------
    -------- ----------- --------
    Camera - .Apply. gg_cam_Command_Center_6 for Player 1 (Red) over 0 seconds
    Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Center_Enter_Zergling <gen>) facing (Center of Center_Fan_Commander <gen>)
    Animation - Change Zergling's size to (125.00%, 125.00%, 125.00%) of its original size
    Set VariableSet Zergling = (Last created unit)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Zergling using Dim Zerg Light.mdx
    Set VariableSet ZergLights[1] = (Last created special effect)
    Wait 1.00 seconds
    Set VariableSet FootstepsVolume = 20.00
    Trigger - Turn on Footsteps_Zergling_Single <gen>
    Sound - Play ZZeWht00 <gen> at 65.00% volume, skipping the first 0 seconds
    Unit - Order Zergling to Move To.(Center of Center_Enter_Commander <gen>)
    Wait 3.00 seconds
    Trigger - Turn off Footsteps_Zergling_Single <gen>
    Unit - Remove Zergling from the game
    Special Effect - Destroy ZergLights[1]
    Wait 2.00 seconds
Cinematic 41
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Loop_Marine_Attack_Anim <gen>
    Trigger - Run Gunfire_2_Marines <gen> (ignoring conditions)
    Wait 0.10 seconds
    Sound - Play Shells_Mixed <gen> at 70.00% volume, skipping the first 0 seconds
    Sound - Play Bam_Orchestral__Modified_u <gen> at 50.00% volume, skipping the first 0 seconds
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Sound - Play Bam_Orchestral__Modified_u <gen> at 75.00% volume, skipping the first 0 seconds
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.40 seconds
    -------- Remove Marine's Lights --------
    -------- The marine's shooting animation will light them up --------
    Special Effect - Destroy MarineLights[4]
    Special Effect - Destroy MarineLights[5]
    Unit - Hide Zergling
    Sound - Play Ghost_Death_Amped <gen> at 90.00% volume, skipping the first 0 seconds
    Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_3 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_4 for Player 1 (Red) over 1.50 seconds
    Sound - Play Hydralisk_Charge <gen> at 100.00% volume, skipping the first 0 seconds
    Trigger - Turn on Hydralisk_Charging <gen>
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play TMaDth01 <gen> at 100% volume, skipping the first 0 seconds
    Wait 1.45 seconds
    Trigger - Turn off Loop_Marine_Attack_Anim <gen>
    Trigger - Turn off Hydralisk_Charging <gen>
    Cinematic - Fade out and back in over 1.00 seconds using texture White Mask and color (100.00%, 0%, 0%) with 0% transparency
Exit Cinematic
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Game - Victory Player 1 (Red) (Skip dialogs, Skip scores)
Run Cinematic 1
  Events
    Player - Player 1 (Red) types a chat message containing 1 (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Cinematic_1x1 <gen> (ignoring conditions)
Run Cinematic 1x2
  Events
    Player - Player 1 (Red) types a chat message containing 1x2 (stringnoformat) as An exact match
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_1x2 <gen> (ignoring conditions)
Run Cinematic 1x3
  Events
    Player - Player 1 (Red) types a chat message containing 1x3 (stringnoformat) as An exact match
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_1x3 <gen> (ignoring conditions)
Run Cinematic 2
  Events
    Player - Player 1 (Red) types a chat message containing 2 (stringnoformat) as An exact match
  Conditions
  Actions
    Custom script: call SetDayNightModels("","")
    Environment - Set sky to Felwood Sky
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_2 <gen> (ignoring conditions)
Run Cinematic 3
  Events
    Player - Player 1 (Red) types a chat message containing 3 (stringnoformat) as An exact match
  Conditions
  Actions
    Custom script: call SetDayNightModels("","")
    Destructible - Create a B00S (destructablecode) at (Center of Spaceship_Lighting <gen>) facing (Random angle) with scale 1 and variation 0
    Set VariableSet Lighting = (Last created destructible)
    Camera - Pan camera for Player 1 (Red) to (Center of Spaceship_Lighting <gen>) over 0 seconds
    Unit - Move Commander 0006 <gen> instantly to (Center of Center_Enter_Commander <gen>), facing 90.00 degrees
    Unit - Move Marauder 0005 <gen> instantly to (Center of Center_Enter_Marauder <gen>), facing (Center of Center_Enter_Commander <gen>)
    Unit - Move Medic 0007 <gen> instantly to (Center of Center_Enter_Medic <gen>), facing (Center of Center_Enter_Commander <gen>)
    Unit - Move Marine 0013 <gen> instantly to (Center of Center_Enter_Marine_2 <gen>), facing (Center of Center_Enter_Commander <gen>)
    Unit - Move Marine 0014 <gen> instantly to (Center of Center_Enter_Marine_1 <gen>), facing (Center of Center_Enter_Commander <gen>)
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_3 <gen> (ignoring conditions)
Run Cinematic 4
  Events
    Player - Player 1 (Red) types a chat message containing 4 (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet RadioVolume = 25.00
    Custom script: call SetDayNightModels("","")
    Unit Group - Pick every unit in Team and do (Actions)
      Loop - Actions
        Unit - Set (Picked unit) movement speed to 165.00
    Special Effect - Create a special effect attached to the origin (attachpoint) of Commander 0006 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[1] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marauder 0005 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[2] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Medic 0007 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[3] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0014 <gen> using Marine Light Inside.mdx
    Set VariableSet MarineLights[5] = (Last created special effect)
    Unit - Move Commander 0006 <gen> instantly to (Center of Lab_Commander_1 <gen>), facing 90.00 degrees
    Unit - Move Marauder 0005 <gen> instantly to (Center of Lab_Marauder_1 <gen>), facing (Center of Center_Enter_Commander <gen>)
    Unit - Move Medic 0007 <gen> instantly to (Center of Lab_Medic_1 <gen>), facing (Center of Center_Enter_Commander <gen>)
    Unit - Move Marine 0013 <gen> instantly to (Center of Generator_Marine_1 <gen>), facing (Position of Starcraft Gate 0094 <gen>)
    Unit - Move Marine 0014 <gen> instantly to (Center of Generator_Marine_2 <gen>), facing (Position of Starcraft Gate 0094 <gen>)
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_4 <gen> (ignoring conditions)
Run Cinematic 5
  Events
    Player - Player 1 (Red) types a chat message containing 5 (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet RadioVolume = 25.00
    Custom script: call SetDayNightModels("","")
    Unit - Move Marine 0013 <gen> instantly to (Center of Generator_Marine_1 <gen>), facing (Position of Starcraft Gate 0094 <gen>)
    Unit - Move Marine 0014 <gen> instantly to (Center of Generator_Marine_2 <gen>), facing (Position of Starcraft Gate 0094 <gen>)
    Unit Group - Pick every unit in Team and do (Actions)
      Loop - Actions
        Unit - Set (Picked unit) movement speed to 165.00
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0013 <gen> using Dim Zerg Light.mdx
    Set VariableSet MarineLights[4] = (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Marine 0014 <gen> using Dim Zerg Light.mdx
    Set VariableSet MarineLights[5] = (Last created special effect)
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Cinematic_5 <gen> (ignoring conditions)
Run Credits
  Events
    Player - Player 1 (Red) types a chat message containing credits (stringnoformat) as An exact match
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Turn on Credits <gen>
Speech
  Events
  Conditions
  Actions
    Set VariableSet SpeechFinished = False
    Set VariableSet StringsCounter = 1
    Set VariableSet SpeechDuration = ((Real((Length of speech))) x SpeechSpeed)
    -------- Clears and initializes the speech with the text colour --------
    Set VariableSet speechAccumaltor = |n|n|cffffcc00
    Floating Text - Create floating text that reads speechAccumaltor at SpeechPoint with Z offset 0, using font size SpeechFontSizeModifier, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to SpeechDuration seconds
    Floating Text - Change the lifespan of (Last created floating text) to (SpeechDuration + SpeechDurationModifier) seconds
    Cinematic - Flash a speech indicator for SpeechUnit of color (100%, 100%, 100%) with 0% transparency
    Trigger - Run Speech_Display <gen> (checking conditions)
Speech Display
  Events
    Time - SpeechTimer expires
  Conditions
  Actions
    Set VariableSet character = (Substring(speech, StringsCounter, StringsCounter))
    Set VariableSet speechAccumaltor = (speechAccumaltor + character)
    Floating Text - Change text of (Last created floating text) to speechAccumaltor using font size 10
    Set VariableSet StringsCounter = (StringsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        StringsCounter Not equal to ((Length of speech) + 1)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            character Equal to
          Then - Actions
            -------- Spaces cause shorter waits --------
            Countdown Timer - Start SpeechTimer as a One-shot timer that will expire in 0.02 seconds
          Else - Actions
            -------- The Speed can be altered globally --------
            Countdown Timer - Start SpeechTimer as a One-shot timer that will expire in SpeechSpeed seconds
      Else - Actions
        -------- End of speech encountered --------
        Set VariableSet SpeechUnit = No unit
        Set VariableSet SpeechFinished = True
Speech Old
  Events
  Conditions
  Actions
    Set VariableSet SpeechFinished = False
    Set VariableSet StringsCounter = 1
    -------- Clears and initializes the speech with the text colour --------
    Set VariableSet speechAccumaltor = |n|n|cffffcc00
    Floating Text - Create floating text that reads speechAccumaltor above SpeechUnit with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    Cinematic - Flash a speech indicator for SpeechUnit of color (100%, 100%, 100%) with 0% transparency
    For each (Integer A) from 1 to (Length of speech), do (Actions)
      Loop - Actions
        Set VariableSet character = (Substring(speech, StringsCounter, StringsCounter))
        Set VariableSet speechAccumaltor = (speechAccumaltor + character)
        Floating Text - Change text of (Last created floating text) to speechAccumaltor using font size 10
        Set VariableSet StringsCounter = (StringsCounter + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            character Equal to
          Then - Actions
            -------- Spaces do not cause waits in the text --------
          Else - Actions
            Wait 0.02 seconds
    -------- Clears a small leak --------
    Set VariableSet SpeechUnit = No unit
    Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Set VariableSet SpeechFinished = True
Talk Start
  Events
  Conditions
  Actions
    -------- ------- --------
    -------- Setup Variables --------
    -------- ------- --------
    Set VariableSet Talk_Index = (Talk_Index + 1)
    Set VariableSet Talk_Message[Talk_Index] = TalkV_Message
    Set VariableSet Talk_Unit[Talk_Index] = TalkV_Unit
    Set VariableSet Talk_Offset[Talk_Index] = TalkV_Offset
    Set VariableSet Talk_Angle[Talk_Index] = TalkV_Angle
    Set VariableSet Talk_Speed[Talk_Index] = TalkV_Speed
    Set VariableSet Talk_DurationBuffer[Talk_Index] = TalkV_DurationBuffer
    Set VariableSet Talk_Duration[Talk_Index] = ((Talk_Speed[Talk_Index] x (Real((Length of Talk_Message[Talk_Index])))) + Talk_DurationBuffer[Talk_Index])
    Set VariableSet Talk_MessagePartial[Talk_Index] = |n|n|cffffcc00
    Set VariableSet Talk_CharacterPosition[Talk_Index] = 1
    Set VariableSet Talk_NextCharacter[Talk_Index] = (Substring(Talk_Message[Talk_Index], Talk_CharacterPosition[Talk_Index], Talk_CharacterPosition[Talk_Index]))
    -------- ------- --------
    -------- Perform Actions --------
    -------- ------- --------
    Set VariableSet TempPoint = (Position of Talk_Unit[Talk_Index])
    Set VariableSet TempPoint2 = (TempPoint offset by Talk_Offset[Talk_Index] towards Talk_Angle[Talk_Index] degrees.)
    Floating Text - Create floating text that reads Talk_MessagePartial[Talk_Index] at TempPoint2 with Z offset 0, using font size SpeechFontSizeModifier, color (100%, 100%, 100%), and 0% transparency
    Set VariableSet Talk_FloatingText[Talk_Index] = (Last created floating text)
    Floating Text - Change Talk_FloatingText[Talk_Index]: Disable permanence
    Floating Text - Change the fading age of Talk_FloatingText[Talk_Index] to Talk_Duration[Talk_Index] seconds
    Floating Text - Change the lifespan of Talk_FloatingText[Talk_Index] to (Talk_Duration[Talk_Index] + 1.00) seconds
    Cinematic - Flash a speech indicator for Talk_Unit[Talk_Index] of color (100%, 100%, 100%) with 0% transparency
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    -------- ------- --------
    -------- Turn on Loop --------
    -------- ------- --------
    Set VariableSet Talk_LoopCounter[Talk_Index] = 0.00
    Set VariableSet Talk_CharacterTimer[Talk_Index] = 0.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Talk_Index Equal to 1
      Then - Actions
        Trigger - Turn on Talk_Loop <gen>
      Else - Actions
Talk Loop
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    -------- Loops for all instances of talk --------
    For each (Integer Talk_LoopInteger) from 1 to Talk_Index, do (Actions)
      Loop - Actions
        -------- Increments talk counters --------
        Set VariableSet Talk_LoopCounter[Talk_LoopInteger] = (Talk_LoopCounter[Talk_LoopInteger] + 0.01)
        Set VariableSet Talk_CharacterTimer[Talk_LoopInteger] = (Talk_CharacterTimer[Talk_LoopInteger] + 0.01)
        -------- Update Floating Text Position --------
        Set VariableSet TempPoint = (Position of Talk_Unit[Talk_LoopInteger])
        Set VariableSet TempPoint2 = (TempPoint offset by Talk_Offset[Talk_LoopInteger] towards Talk_Angle[Talk_LoopInteger] degrees.)
        Floating Text - Change the position of Talk_FloatingText[Talk_LoopInteger] to TempPoint2 with Z offset 0
        Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call RemoveLocation (udg_TempPoint2)
        -------- Checks if its time to display the next character --------
        -------- 0.06 timer for characters --------
        -------- 0.01 wait for spaces (loop cycle) --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Talk_NextCharacter[Talk_LoopInteger] Not equal to
            Or - Any (Conditions) are true
              Conditions
                Talk_NextCharacter[Talk_LoopInteger] Equal to
                And - All (Conditions) are true
                  Conditions
                    Talk_NextCharacter[Talk_LoopInteger] Not equal to
                    Talk_CharacterTimer[Talk_LoopInteger] Greater than or equal to Talk_Speed[Talk_LoopInteger]
          Then - Actions
            -------- Appends the next character to the Speech --------
            Set VariableSet Talk_MessagePartial[Talk_LoopInteger] = (Talk_MessagePartial[Talk_LoopInteger] + Talk_NextCharacter[Talk_LoopInteger])
            Floating Text - Change text of Talk_FloatingText[Talk_LoopInteger] to Talk_MessagePartial[Talk_LoopInteger] using font size 10
            -------- Resets the timer and counts 1 position in the String --------
            Set VariableSet Talk_CharacterTimer[Talk_LoopInteger] = 0.00
            Set VariableSet Talk_CharacterPosition[Talk_LoopInteger] = (Talk_CharacterPosition[Talk_LoopInteger] + 1)
            -------- Previews Next Character --------
            Set VariableSet Talk_NextCharacter[Talk_LoopInteger] = (Substring(Talk_Message[Talk_LoopInteger], Talk_CharacterPosition[Talk_LoopInteger], Talk_CharacterPosition[Talk_LoopInteger]))
            -------- Checks if time has ended --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Talk_LoopCounter[Talk_LoopInteger] Greater than or equal to (Talk_Duration[Talk_LoopInteger] + 1.50)
              Then - Actions
                -------- All Talk instances are re-indexed --------
                Set VariableSet Talk_Unit[Talk_LoopInteger] = Talk_Unit[Talk_Index]
                Set VariableSet Talk_Unit[Talk_Index] = No unit
                Set VariableSet Talk_FloatingText[Talk_LoopInteger] = Talk_FloatingText[Talk_Index]
                Set VariableSet Talk_MessagePartial[Talk_LoopInteger] = Talk_MessagePartial[Talk_Index]
                Set VariableSet Talk_Message[Talk_LoopInteger] = Talk_Message[Talk_Index]
                Set VariableSet Talk_NextCharacter[Talk_LoopInteger] = Talk_NextCharacter[Talk_Index]
                Set VariableSet Talk_CharacterPosition[Talk_LoopInteger] = Talk_CharacterPosition[Talk_Index]
                Set VariableSet Talk_LoopCounter[Talk_LoopInteger] = Talk_LoopCounter[Talk_Index]
                Set VariableSet Talk_CharacterTimer[Talk_LoopInteger] = Talk_CharacterTimer[Talk_Index]
                Set VariableSet Talk_Speed[Talk_LoopInteger] = Talk_Speed[Talk_Index]
                Set VariableSet Talk_Duration[Talk_LoopInteger] = Talk_Duration[Talk_Index]
                Set VariableSet Talk_DurationBuffer[Talk_LoopInteger] = Talk_DurationBuffer[Talk_Index]
                Set VariableSet Talk_Offset[Talk_LoopInteger] = Talk_Offset[Talk_Index]
                Set VariableSet Talk_Angle[Talk_LoopInteger] = Talk_Angle[Talk_Index]
                Set VariableSet Talk_Index = (Talk_Index - 1)
                Set VariableSet Talk_LoopInteger = (Talk_LoopInteger - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Talk_Index Equal to 0
                  Then - Actions
                    Trigger - Turn off (This trigger)
                  Else - Actions
              Else - Actions
          Else - Actions
Camera Rotation Loop
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    Camera - Set Player 1 (Red)'s camera Rotation to (Facing of Marine 0014 <gen>) over 0 seconds
Spawn Large Asteroids
  Events
    Time - Every (Random real number between 3.50 and 4.25) seconds of game time
  Conditions
  Actions
    Set VariableSet TempReal = (Random real number between 90.00 and 110.00)
    Unit - Create 1.Asteroid 2 for Player 2 (Blue) at SpawnAsteroidsPoint facing Default building facing degrees
    Animation - Change (Last created unit) flying height to (Random real number between 120.00 and 160.00) at 0.00
    Animation - Change (Last created unit)'s size to (TempReal%, TempReal%, TempReal%) of its original size
    Set VariableSet TempPoint = (Center of AsteroidRegions[(Random integer number between 1 and 2)])
    Unit - Order (Last created unit) to Move To.TempPoint
    Custom script: call RemoveLocation (udg_TempPoint)
Spawn Small Asteroids
  Events
    Time - Every (Random real number between 2.00 and 2.75) seconds of game time
  Conditions
  Actions
    Set VariableSet TempReal = (Random real number between 40.00 and 60.00)
    Unit - Create 1.Asteroid 2 for Player 2 (Blue) at SpawnAsteroidsPoint facing Default building facing degrees
    Animation - Change (Last created unit) flying height to (Random real number between 90.00 and 110.00) at 0.00
    Animation - Change (Last created unit)'s size to (TempReal%, TempReal%, TempReal%) of its original size
    Set VariableSet TempPoint = (Random point in Asteroid_Move_Underneath <gen>)
    Unit - Order (Last created unit) to Move To.TempPoint
    Custom script: call RemoveLocation (udg_TempPoint)
Spawn Small Asteroids High
  Events
    Time - Every (Random real number between 2.75 and 3.25) seconds of game time
  Conditions
  Actions
    Set VariableSet TempReal = (Random real number between 40.00 and 60.00)
    Unit - Create 1.Asteroid 2 for Player 2 (Blue) at SpawnAsteroidsPoint facing Default building facing degrees
    Animation - Change (Last created unit) flying height to (Random real number between 240.00 and 290.00) at 0.00
    Animation - Change (Last created unit)'s size to (TempReal%, TempReal%, TempReal%) of its original size
    Set VariableSet TempPoint = (Random point in Asteroid_Move_Underneath <gen>)
    Unit - Order (Last created unit) to Move To.TempPoint
    Custom script: call RemoveLocation (udg_TempPoint)
Remove Asteroid
  Events
    Unit - A unit enters Asteroid_Move_1 <gen>
    Unit - A unit enters Asteroid_Move_2 <gen>
    Unit - A unit enters Asteroid_Move_Underneath <gen>
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
Loop Zerg Animation
  Events
    Time - Every 0.57 seconds of game time
  Conditions
  Actions
    Animation - Play Zergling's attack (animationname) animation
    Sound - Play SPOOGHIT <gen> at 75.00% volume, skipping the first 0 seconds
    Sound - Play ZBrAtt00 <gen> at 23.00% volume, skipping the first 0 seconds
Loop Marine Attack Anim
  Events
    Time - Every 0.80 seconds of game time
  Conditions
  Actions
    Animation - Queue Marine 0013 <gen>'s attack (animationname) animation
    Animation - Queue Marine 0014 <gen>'s attack (animationname) animation
Enter Command Center
  Events
    Unit - A unit enters Enter_Command_Center <gen>
  Conditions
  Actions
    -------- ------------------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering unit) Equal to Commander 0006 <gen>
      Then - Actions
        Unit - Move Commander 0006 <gen> instantly to (Center of Center_Enter_Commander <gen>), facing 90.00 degrees
        Special Effect - Destroy MarineLights[1]
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering unit) Equal to Marauder 0005 <gen>
          Then - Actions
            Unit - Move Marauder 0005 <gen> instantly to (Center of Center_Enter_Marauder <gen>), facing (Center of Center_Enter_Commander <gen>)
            Special Effect - Destroy MarineLights[2]
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Triggering unit) Equal to Medic 0007 <gen>
              Then - Actions
                Unit - Move Medic 0007 <gen> instantly to (Center of Center_Enter_Medic <gen>), facing (Center of Center_Enter_Commander <gen>)
                Special Effect - Destroy MarineLights[3]
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Triggering unit) Equal to Marine 0013 <gen>
                  Then - Actions
                    Unit - Move Marine 0013 <gen> instantly to (Center of Center_Enter_Marine_1 <gen>), facing (Center of Center_Enter_Commander <gen>)
                    Special Effect - Destroy MarineLights[4]
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Triggering unit) Equal to Marine 0014 <gen>
                      Then - Actions
                        Unit - Move Marine 0014 <gen> instantly to (Center of Center_Enter_Marine_2 <gen>), facing (Center of Center_Enter_Commander <gen>)
                        Special Effect - Destroy MarineLights[5]
                      Else - Actions
Setup Start Asteroids
  Events
  Conditions
  Actions
    Unit - Order Battlecruiser 0001 <gen> to Special - Channel.
    -------- --------------- --------
    -------- Init --------
    -------- --------------- --------
    -------- Sizes --------
    Animation - Change Asteroid 2 0054 <gen>'s size to (80.00%, 80.00%, 80.00%) of its original size
    Animation - Change Asteroid 0 0056 <gen>'s size to (160.00%, 160.00%, 160.00%) of its original size
    Animation - Change Asteroid 1 0053 <gen>'s size to (220.00%, 220.00%, 220.00%) of its original size
    Animation - Change Asteroid 0 0052 <gen>'s size to (120.00%, 120.00%, 120.00%) of its original size
    -------- Flying Heights --------
    Animation - Change Asteroid 1 0053 <gen> flying height to 100.00 at 0.00
    Animation - Change Asteroid 0 0056 <gen> flying height to 90.00 at 0.00
    Animation - Change Asteroid 2 0054 <gen> flying height to 60.00 at 0.00
    Animation - Change Asteroid 0 0052 <gen> flying height to 160.00 at 0.00
    -------- Animation Speeds --------
    Animation - Change Asteroid 1 0053 <gen>'s animation speed to 40.00% of its original speed
    Animation - Change Asteroid 0 0056 <gen>'s animation speed to 50.00% of its original speed
    Animation - Change Asteroid 2 0054 <gen>'s animation speed to 150.00% of its original speed
    Animation - Change Battlecruiser 0001 <gen>'s animation speed to 7.00% of its original speed
    -------- --------------- --------
    -------- Movement --------
    -------- --------------- --------
    -------- Commands --------
    -------- Flying Height --------
    Animation - Change Asteroid 2 0054 <gen> flying height to 30.00 at 4.00
    Animation - Change Asteroid 0 0057 <gen> flying height to 190.00 at 10.00
    Animation - Change Asteroid 1 0053 <gen> flying height to 160.00 at 5.00
Objects are moved via triggers because a unit movement speed of 1 is too fast when zoomed up close. This trigger allows the units to move slower.
Move Objects Start
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MoveSpaceship Equal to True
      Then - Actions
        Set VariableSet TempUnit = Battlecruiser 0001 <gen>
        Set VariableSet TempPoint = (Position of TempUnit)
        Set VariableSet TempPoint2 = (Center of Battlecruiser_Move_1 <gen>)
        Set VariableSet TempPoint3 = (TempPoint offset by 2.75 towards (Angle from TempPoint to TempPoint2) degrees.)
        Set VariableSet zzX = (X of TempPoint3)
        Set VariableSet zzY = (Y of TempPoint3)
        Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
        Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
        Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call RemoveLocation (udg_TempPoint2)
      Else - Actions
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    Set VariableSet TempUnit = Asteroid 2 0054 <gen>
    Set VariableSet TempPoint = (Position of TempUnit)
    Set VariableSet TempPoint2 = (Center of Asteroid_1 <gen>)
    Set VariableSet TempPoint3 = (TempPoint offset by 2.63 towards (Angle from TempPoint to TempPoint2) degrees.)
    Set VariableSet zzX = (X of TempPoint3)
    Set VariableSet zzY = (Y of TempPoint3)
    Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
    Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    Set VariableSet TempUnit = Asteroid 0 0057 <gen>
    Set VariableSet TempPoint = (Position of TempUnit)
    Set VariableSet TempPoint2 = (Center of Asteroid_2 <gen>)
    Set VariableSet TempPoint3 = (TempPoint offset by 1.20 towards (Angle from TempPoint to TempPoint2) degrees.)
    Set VariableSet zzX = (X of TempPoint3)
    Set VariableSet zzY = (Y of TempPoint3)
    Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
    Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    Set VariableSet TempUnit = Asteroid 1 0053 <gen>
    Set VariableSet TempPoint = (Position of TempUnit)
    Set VariableSet TempPoint2 = (Center of Asteroid_4 <gen>)
    Set VariableSet TempPoint3 = (TempPoint offset by 0.60 towards (Angle from TempPoint to TempPoint2) degrees.)
    Set VariableSet zzX = (X of TempPoint3)
    Set VariableSet zzY = (Y of TempPoint3)
    Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
    Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    Set VariableSet TempUnit = Asteroid 0 0052 <gen>
    Set VariableSet TempPoint = (Position of TempUnit)
    Set VariableSet TempPoint2 = (Center of Asteroid_5 <gen>)
    Set VariableSet TempPoint3 = (TempPoint offset by 0.28 towards (Angle from TempPoint to TempPoint2) degrees.)
    Set VariableSet zzX = (X of TempPoint3)
    Set VariableSet zzY = (Y of TempPoint3)
    Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
    Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    Set VariableSet TempUnit = Asteroid 0 0056 <gen>
    Set VariableSet TempPoint = (Position of TempUnit)
    Set VariableSet TempPoint2 = (Center of Asteroid_6 <gen>)
    Set VariableSet TempPoint3 = (TempPoint offset by 3.00 towards (Angle from TempPoint to TempPoint2) degrees.)
    Set VariableSet zzX = (X of TempPoint3)
    Set VariableSet zzY = (Y of TempPoint3)
    Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
    Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
Knockback Pilot
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KnockbackReal Greater than or equal to 0.10
      Then - Actions
        Animation - Queue Civillian 0011 <gen>'s Walk (animationname) animation
        Set VariableSet KnockbackAdditive = (KnockbackAdditive + 0.01)
        Set VariableSet TempUnit = Civillian 0011 <gen>
        Set VariableSet TempPoint = (Position of TempUnit)
        Set VariableSet TempPoint2 = (Center of Spaceship_Knockback_Pilot <gen>)
        Set VariableSet TempPoint3 = (TempPoint offset by KnockbackReal towards (Angle from TempPoint to TempPoint2) degrees.)
        Set VariableSet zzX = (X of TempPoint3)
        Set VariableSet zzY = (Y of TempPoint3)
        Custom script: call SetUnitX(udg_TempUnit,udg_zzX)
        Custom script: call SetUnitY(udg_TempUnit,udg_zzY)
        Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call RemoveLocation (udg_TempPoint2)
        Custom script: call RemoveLocation (udg_TempPoint3)
        Set VariableSet KnockbackReal = (KnockbackReal - KnockbackAdditive)
      Else - Actions
        Animation - Reset Civillian 0011 <gen>'s animation
        Set VariableSet KnockedBack = True
        Trigger - Turn off (This trigger)
Spaceship Size
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    Set VariableSet SpaceshipSize = (SpaceshipSize - SpaceshipSizeModifier)
    Animation - Change Battlecruiser 0001 <gen>'s size to (SpaceshipSize%, SpaceshipSize%, SpaceshipSize%) of its original size
Spaceship Size Modifier
  Events
    Time - Every 0.15 seconds of game time
  Conditions
  Actions
    Set VariableSet SpaceshipSizeModifier = (SpaceshipSizeModifier + 0.01)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SpaceshipSizeModifier Greater than or equal to 0.42
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
As far as I know, a unit's head will instantly face a direction. To cause a unit's head to turn slowly, I've created an invisible dummy unit that circles the
unit. The unit locks his head facing to this invisible dummy unit.
Facing
  Events
    Time - Every 0.02 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            FacingDegrees Greater than or equal to 359.00
            FacingDegrees Less than or equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Set VariableSet FacingDegrees = (FacingDegrees + 0.75)
        Set VariableSet TempPoint = (Position of Civillian 0011 <gen>)
        Set VariableSet TempPoint2 = (TempPoint offset by 128.00 towards FacingDegrees degrees.)
        Unit - Move FacingDummy instantly to TempPoint2
        Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call RemoveLocation (udg_TempPoint2)
Bam In
  Events
    Time - BamInTimer expires
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BamCounter Equal to 3
      Then - Actions
        Unit - Move Zergling instantly to (Center of Generator_Hydralisk_2 <gen>)
        Unit - Set Zergling movement speed to 1.00
        Unit - Order Zergling to Move To.(Center of Generator_Hydralisk_Move_2 <gen>)
        Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_1 for Player 1 (Red) over 0 seconds
        Sound - Play zhyYes00 <gen> at 85.00% volume, skipping the first 0.05 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BamCounter Equal to 5
      Then - Actions
        Unit - Move Zergling instantly to (Center of Generator_Hydralisk_2 <gen>)
        Camera - .Apply. gg_cam_Generator_Hydralisk_Charge_2 for Player 1 (Red) over 0 seconds
      Else - Actions
    Set VariableSet BamCounter = (BamCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BamCounter Less than 8
      Then - Actions
        Sound - Play Bam_Orchestral__Modified_u <gen> at BamVolume[BamCounter]% volume, skipping the first 0 seconds
        Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
        Countdown Timer - Start BamOutTimer as a One-shot timer that will expire in BamOutTimerAmount[BamCounter] seconds
      Else - Actions
        Unit - Move Zergling instantly to (Center of Generator_Hydralisk_Move_1 <gen>), facing 195.00 degrees
        Set VariableSet HoldCinematic = False
Bam Out
  Events
    Time - BamOutTimer expires
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Countdown Timer - Start BamInTimer as a One-shot timer that will expire in BamInTimerAmount[BamCounter] seconds
Floodlight
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FloodLight_Real Greater than or equal to 220.00
        Floodlight_GainFacing Equal to False
      Then - Actions
        Set VariableSet FloodLight_Real = (FloodLight_Real - 1.00)
      Else - Actions
        Set VariableSet Floodlight_GainFacing = True
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Floodlight_GainFacing Equal to True
        FloodLight_Real Greater than or equal to 275.00
      Then - Actions
        Set VariableSet FloodLight_Real = (FloodLight_Real + 1.00)
      Else - Actions
        Set VariableSet Floodlight_GainFacing = False
    -------- ------------ --------
    -------- ------------ --------
    -------- ------------ --------
    Set VariableSet TempPoint = (Position of Floodlight 0075 <gen>)
    Set VariableSet TempPoint2 = (TempPoint offset by 300.00 towards FloodLight_Real degrees.)
    Unit - Move DirectionalLight instantly to TempPoint2
    Custom script: call RemoveLocation (udg_TempPoint)
    Custom script: call RemoveLocation (udg_TempPoint2)
Cycles through footstep sounds
Footsteps Metal Single
  Events
    Time - Every 0.35 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsMetal[FootstepsCounter] at FootstepsVolume% volume, skipping the first 0 seconds
    Set VariableSet FootstepsCounter = (FootstepsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsCounter Equal to 5
      Then - Actions
        Set VariableSet FootstepsCounter = 1
      Else - Actions
Cycles through footstep sounds
Footsteps Metal Many
  Events
    Time - Every 0.35 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsMetal[(Random integer number between 1 and 4)] at FootstepsVolume% volume, skipping the first 0 seconds
    Wait (Random real number between 0.10 and 0.40) seconds
    Sound - Play FootstepsMetal[(Random integer number between 1 and 4)] at FootstepsVolume% volume, skipping the first 0 seconds
Cycles through footstep sounds
Footsteps Metal Fast
  Events
    Time - Every 0.07 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsMetal[FootstepsCounter] at FootstepsVolume% volume, skipping the first 0 seconds
    Set VariableSet FootstepsCounter = (FootstepsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsCounter Equal to 5
      Then - Actions
        Set VariableSet FootstepsCounter = 1
      Else - Actions
Cycles through footstep sounds
Footsteps Sand Single
  Events
    Time - Every 0.35 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsSand[(Random integer number between 1 and 6)] at FootstepsVolume% volume, skipping the first 0 seconds
    Set VariableSet FootstepsCounter = (FootstepsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsCounter Equal to 7
      Then - Actions
        Set VariableSet FootstepsCounter = 1
      Else - Actions
Cycles through footstep sounds
Footsteps Sand Many
  Events
    Time - Every 0.35 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsSand[(Random integer number between 1 and 6)] at FootstepsVolume% volume, skipping the first 0 seconds
    Wait (Random real number between 0.10 and 0.40) seconds
    Sound - Play FootstepsSand[(Random integer number between 1 and 6)] at FootstepsVolume% volume, skipping the first 0 seconds
Cycles through footstep sounds
Footsteps Sand Fast
  Events
    Time - Every 0.07 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsSand[(Random integer number between 1 and 6)] at FootstepsVolume% volume, skipping the first 0 seconds
    Set VariableSet FootstepsCounter = (FootstepsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsCounter Equal to 7
      Then - Actions
        Set VariableSet FootstepsCounter = 1
      Else - Actions
Cycles through footstep sounds
Footsteps Zergling Single
  Events
    Time - Every 0.40 seconds of game time
  Conditions
  Actions
    Sound - Play FootstepsZergling[(Random integer number between 1 and 5)] at FootstepsVolume% volume, skipping the first 0 seconds
    Set VariableSet FootstepsCounter = (FootstepsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsCounter Equal to 6
      Then - Actions
        Set VariableSet FootstepsCounter = 1
      Else - Actions
Gradually makes the Footsteps louder
Footsteps Volume Louder
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet FootstepsVolume = (FootstepsVolume + 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsVolume Greater than or equal to 35.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Gradually makes the Footsteps softer
Footsteps Volume Softer
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet FootstepsVolume = (FootstepsVolume - 2.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsVolume Less than or equal to 10.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Gradually makes the Footsteps louder
Footsteps Volume Louder Fast
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet FootstepsVolume = (FootstepsVolume + 7.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsVolume Greater than or equal to 75.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Gradually makes the Footsteps softer
Footsteps Volume Softer Fast
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Set VariableSet FootstepsVolume = (FootstepsVolume - 5.00)
    Sound - Set volume of Footsteps_on_Metal_1 <gen> to FootstepsVolume%
    Sound - Set volume of Footsteps_on_Metal_2 <gen> to FootstepsVolume%
    Sound - Set volume of Footsteps_on_Metal_3 <gen> to FootstepsVolume%
    Sound - Set volume of Footsteps_on_Metal_4 <gen> to FootstepsVolume%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FootstepsVolume Less than or equal to 5.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Pressing Buttons
  Events
  Conditions
  Actions
    Sound - Play Button <gen> at 50.00% volume, skipping the first 0 seconds
    Wait 2.00 seconds
    Sound - Play Button <gen> at 45.00% volume, skipping the first 0 seconds
    Wait 0.10 seconds
    Sound - Play Button <gen> at 35.00% volume, skipping the first 0 seconds
    Wait 1.00 seconds
    Sound - Play Button <gen> at 45.00% volume, skipping the first 0 seconds
    Wait 2.00 seconds
    Sound - Play Button <gen> at 60.00% volume, skipping the first 0 seconds
    Wait 0.40 seconds
    Sound - Play Button <gen> at 40.00% volume, skipping the first 0 seconds
    Wait 3.00 seconds
    Sound - Play Button <gen> at 35.00% volume, skipping the first 0 seconds
Gradually makes the Footsteps softer
Landing Softer
  Events
    Time - Every 0.25 seconds of game time
  Conditions
  Actions
    Set VariableSet SoundLoopVolume = (SoundLoopVolume - 2.00)
    Sound - Set volume of SoundLoop to SoundLoopVolume%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SoundLoopVolume Less than or equal to 5.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Cycles through footstep sounds
Water Dripping
  Events
    Time - Every (Random real number between 13.00 and 15.00) seconds of game time
  Conditions
  Actions
    Sound - Play WaterDripping[WaterDrippingCounter] at 65.00% volume, skipping the first 0 seconds
    Set VariableSet WaterDrippingCounter = (WaterDrippingCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        WaterDrippingCounter Equal to 4
      Then - Actions
        Set VariableSet WaterDrippingCounter = 1
      Else - Actions
Hydralisk Charging
  Events
    Time - Every 0.22 seconds of game time
  Conditions
  Actions
    Sound - Play Bam_Orchestral__Modified_u <gen> at 100.00% volume, skipping the first 0 seconds
Fan Sounds
  Events
    Time - Every 1.50 seconds of game time
  Conditions
  Actions
    Sound - Play Fan_New_Editted___Panned <gen> at FanVolume% volume, skipping the first 0 seconds
Gradually makes the music louder. Can only affect music stored in array [1]
Music Volume Louder
  Events
    Time - Every 0.25 seconds of game time
  Conditions
  Actions
    Set VariableSet MusicVolume = (MusicVolume + 1.00)
    Sound - Set volume of MusicLayers[1] to MusicVolume%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MusicVolume Greater than or equal to 75.00
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
Gunfire 2 Marines
  Events
  Conditions
  Actions
    Sound - Play GyrocopterImpactHit1 <gen> at 70.00% volume, skipping the first 0 seconds
    Wait 0.15 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 65.00% volume, skipping the first 0 seconds
    Wait 0.75 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 78.00% volume, skipping the first 0 seconds
    Wait 0.35 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 82.00% volume, skipping the first 0 seconds
    Wait 0.50 seconds
    Sound - Play GyrocopterImpactHit1 <gen> at 90.00% volume, skipping the first 0 seconds
    Wait 0.15 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 95.00% volume, skipping the first 0 seconds
    Wait 0.50 seconds
    Sound - Play GyrocopterImpactHit1 <gen> at 100.00% volume, skipping the first 0 seconds
    Wait 0.15 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 100.00% volume, skipping the first 0 seconds
    Wait 0.50 seconds
    Sound - Play GyrocopterImpactHit1 <gen> at 100.00% volume, skipping the first 0 seconds
    Wait 0.15 seconds
    Sound - Play GyrocopterImpactHit1 <gen> at 100.00% volume, skipping the first 0 seconds
    Sound - Play GyrocopterImpactHit2 <gen> at 100.00% volume, skipping the first 0 seconds
Lighting
  Events
  Conditions
  Actions
    Custom script: call SetDayNightModels("","")
    Custom script: call SetDayNightModels("Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl" , "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl")
Test
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. for Player 1 (Red) over 0.00 seconds
    Wait 2 seconds
    Camera - Lock camera orientation for Player 1 (Red) to (Triggering unit), offset by (100.00, 100.00)
    Wait 2.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
Test 2
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Fade out over 0.00 seconds using texture BC Window.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 4.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
test 3
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Environment - Set sky to Felwood Sky
    Camera - .Apply. gg_cam_Outside_Dropship_Entering_Atmosphere for Player 1 (Red) over 0.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Position of Dropship 0004 <gen>) over 0 seconds
    Wait 8.00 seconds
    Camera - Set Player 1 (Red)'s camera Height Offset to 600.00 over 3.00 seconds
    Animation - Change Dropship 0004 <gen> flying height to 600.00 at 100.00
test 4
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Enter_Command_Center_1 for Player 1 (Red) over 0 seconds
    Camera - Set Player 1 (Red)'s camera Distance to target to (Distance to target of gg_cam_Enter_Command_Center_2) over 3.00 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to (Rotation of gg_cam_Enter_Command_Center_2) over 3.00 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to (Angle of attack of gg_cam_Enter_Command_Center_2) over 3.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Target of gg_cam_Enter_Command_Center_2) over 3.00 seconds
    Wait 3.00 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to (Rotation of gg_cam_Enter_Command_Center_3) over 6.00 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to (Angle of attack of gg_cam_Enter_Command_Center_3) over 6.00 seconds
    Wait 9.00 seconds
    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)
test 5
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Wait 4.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Spaceship_Window_1 for Player 1 (Red) over 0.00 seconds
    Wait 12.00 seconds
    Trigger - Turn off Spawn_Large_Asteroids <gen>
    Trigger - Turn off Spawn_Small_Asteroids <gen>
    Trigger - Turn off Remove_Asteroid <gen>
    Cinematic - Turn cinematic mode Off for (All players)
test 6
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Spaceship_Window_2 for Player 1 (Red) over 0.00 seconds
    Wait 12.00 seconds
    Trigger - Turn off Spawn_Large_Asteroids <gen>
    Trigger - Turn off Spawn_Small_Asteroids <gen>
    Trigger - Turn off Remove_Asteroid <gen>
    Cinematic - Turn cinematic mode Off for (All players)
old random credit code
  Events
  Conditions
  Actions
    Floating Text - Create floating text that reads CreditsString[CreditsCurrentString] at ((Target of gg_cam_Credits) offset by 350.00 towards 225.00 degrees.) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 15.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 17.00 seconds
    Floating Text - Create floating text that reads -------------------------- at ((Target of gg_cam_Credits) offset by 100.00 towards 270.00 degrees.) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 15.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 17.00 seconds
    Floating Text - Create floating text that reads CreditsStringAuthor[CreditsCurrentString] at ((Target of gg_cam_Credits) offset by 350.00 towards 315.00 degrees.) with Z offset 0, using font size 12.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 15.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 17.00 seconds