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Triggers
proudmoorepistol1 Attack Anims.w3x
Variables
The "Spell".
Pistol Attack
Bits And Pieces
Time of Day and Cam Bounds
Creep Respawn
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
This makes the attack sound, and needed animations for ranged and melee attack of the rifleman*. The If / Then / Else action is needed so the unit does NOT bug when dying, it's happened to me before. Right here, I've changed the rifleman model to the proudmoore one, and then removed his missile. The stand animation is just so that the people don't look frozen, the ready is which the units use in between hits. Stand is just used because nothing else could be. Anyway, enjoy.
- Ivanneth, also called Jack-Shepherd
*- Proudmoore in this case
Note:
A few other sometimes useful triggers can be found in the "Bits And Pieces" folder.
Pistol Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Rifleman
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between (Position of (Triggering unit)) and (Position of (Attacking unit))) Less than or equal to 175.00
Then - Actions
Animation - Play (Attacking unit) 's attack animation
Wait 0.20 seconds
Sound - Play MetalMediumSliceFlesh2 <gen> at 100 % volume, attached to (Attacking unit)
Wait 0.20 seconds
If ((Percentage life of (Attacking unit)) Greater than or equal to 1.00) then do (Play (Attacking unit)'s ready animation) else do (Do nothing)
Else - Actions
Animation - Play (Attacking unit) 's throw animation
Wait 0.20 seconds
Sound - Play RiflemanAttack1 <gen> at 100 % volume, attached to (Attacking unit)
Wait 0.75 seconds
If ((Percentage life of (Attacking unit)) Greater than or equal to 1.00) then do (Play (Attacking unit)'s stand animation) else do (Do nothing)
This small trigger sets the melee time of day, and the camera bounds. All simple.
Time of Day and Cam Bounds
Events
Time - Elapsed game time is 0.25 seconds
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Camera - Set the camera bounds for Player 1 (Red) to Cam_Bounds <gen>
This trigger just enables you to "experience" more of the gunshots. Each time a creep dies, he will respawn in 20 seconds, same with normal units.
Creep Respawn
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Then - Actions
Game - Display to (All players) the text: ((( + ((Name of (Triggering unit)) + ) )) + A creep has died. It will respawn in 20 seconds.)
Wait 20.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Game - Display to (All players) the text: ((( + ((Name of (Triggering unit)) + ) )) + A unit has died. It will respawn in 20 seconds.)
Wait 20.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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