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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

UndeadX07a.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 03 Sounds
Init 04 Environment
Init 05 Quests
Init 06a Hard
Init 06b Normal
Init 07 Elevators
Init 08 Regions to Points
Load Heroes
Load Heroes
Create Arthas
Create Anubarak
Load Default Arthas
Load Default Anubarak
Experience Cap Anubarak
Cinematic Revival
***** Cinematics *****
Intro Cinematic
Intro Cinematic 1 Q
Intro Cinematic 2 Q
Arthas Waypoint
Anubarak Waypoint
Crypt01 Waypoint
Crypt02 Waypoint
Dwarf Panic
Door Dies
Close Door
Remove Dwarf02
Remove Dwarf03
Dwarf03 Facing
Dwarf02 Facing
Dwarf01 Facing
Door Dead
Intro Skipped
Intro Setup
Intro Cleanup
Gameplay
Bridge Cinematic
Bridge Cinematic
Bridge Cinematic 01 Q
Bridge Cinematic 02
Fuse01
Fuse02
Fuse03
Rifleman Panic
Detonate
Bridge Skipped
Bridge Setup
Bridge Cleanup
Baelgun Cinematic
Baelgun Cinematic
Baelgun Cinematic Q
Baelgun Skipped
Baelgun Setup
Baelgun Cleanup
Victory Cinematic
Victory Cinematic Q
Victory Skipped
Victory Setup
IZZZZZZZZZZZI
VoiceOvers
Voiceover Dead End
Voiceover Dead End Q
Voiceover Blast Em
Voiceover Blast Em Q
Voiceover Pint for Ghoul
Voiceover Pint for Ghoul Q
Voiceover Kill em twice A
Voiceover Kill em twice B
Voiceover Kill em twice Q
Voiceover This is for Muradin
Voiceover This is for Muradin Q
Voiceover Khaz Modan
Voiceover Khaz Modan Q
Voiceover Nerubian
Voiceover Nerubian Q
Voiceover Hoarding Cell
Voiceover Hoarding Cell Q
Voiceover Damned Undead
Voiceover Damned Undead Q
Voiceover Slither Q
Voiceover Dont even try it
Voiceover Dont even try it Q
Quakes
Quake Event
Quake Shake
***** Destructibles *****
All Rolling Doors and Gates Setup
Setup Gate01
Setup Gate Nerubian
Setup Gate Treasure Chamber 01
Setup Gate Treasure Chamber 02
All Elevators Setup
Elevator Room01Setup
Elevator Room02 Bridge Setup
Elevator Room04 Spike Trap Setup
Elevator Room04 Vault Setup
Elevator Chasm Setup
Elevator Water Setup
Elevator Waterfall Setup
All Levers activating Elevators and Doors
Bridge Elevator Activate
Treasure Chamber Rolling Door
Treasure Chamber Deactivate Spike Trap
Treasure Chamber Vault Spider Attack
Chasm Lever Activate
Water Area Lever Activate
Waterfall Area Lever Activate
All Pressure Plates
Room01 Fountain Plate
Room04 Spike Trap Plate
Spike Trap Plate Deactivated
Barrels
Barrel Intro
Barrel 01 Big Room
Barrel Big Room Reveal
Barrel Big Room Unreveal
Barrel 02 Chasm
Barrel 03
Barrel 04
Barrel 05
Barrel 06
Rocks
Rock to Opening Room Lever
Rock to Bridge Item
Rock to Nerubians
Rock Exiting Nerubians
Rock to Treasure Chamber Setup
Rock to Treasure Chamber
***** Visibility *****
Visibility Room 01
RevealerStartRoom01
RevealerGroupAddRoom01
RevealerGroupSubtractRoom01
RevealerCheckRoom01
RevealerRoom01Safety
Visibility Room02 Rocks
RockwallVisionStartArea
RockwallGroupAddArea
RockwallGroupSubtractArea
RockwallCheckArea
RockwallAreaSafety
Rockwall Vision On
Rockwall Vision Off
Visibility Bridge Area
RevealerStartBridgeArea
RevealerGroupAddBridgeArea
RevealerGroupSubtractBridgeArea
RevealerCheckBridgeArea
RevealerBridgeAreaSafety
Visibility Room 04 Treasure Room
RevealerStartRoom04
RevealerGroupAddRoom04
RevealerGroupSubtractRoom04
RevealerCheckRoom04
RevealerRoom04Safety
Visibitlity Room 05 Pit Room
RevealerStartRoom05
RevealerGroupAddRoom05
RevealerGroupSubtractRoom05
RevealerCheckRoom05
RevealerRoom05Safety
***** Rooms *****
Room 01 Intro Area
Elevator01Close
Elevator01Open
Room01 Barrel Kill
DwarfSetup
Barrel Room Standoff
Gate Setup
Room 03 Nerubian Tunnels
Spawn Spider 01
Spawn Spider 02
Nerubian All Dead
Nerubian Door
Room 03 Prisoners
Prisoners Setup
Prisoners01 Release
Prisoners01 Release Dead
Prisoners02 Release
Prisoners02 Release Dead
Prisoners03 Release
Prisoners03 Release Dead
Prisoners04 Release
Prisoners04 Release Dead
Prisoners05 Release
Prisoners05 Release Dead
Prisoners01 and 02 Explode
Prisoners03 Explode
Prisoners04 Explode
Prisoners05 Explode
Room 04 Treasure Room
Spike Trap Setup
Elevator Spider Attack
Orb of Frost
Create Attack Spiders
Dwarves Barge In
Room 05 Pit Room
Room05 Pit Room
Slither Init
Old Kingdom Door
Old KingdomDoorMessage
Boss Baelgun Area
CleanBaelgun Group
Baelgun Dies
Last Gate Attack Move
Rat Barrels
Rat Barrel
IZZZZZZZZZZZI
Level Data
Next Level Run
Quests
----- Old Kingdom Quest -----
Quest The Old Kingdom Create
Quest The Old Kingdom Discover
Quest The Old Kingdom Completed
----- Old Kingdom Quest Update -----
Quest Update Old Kingdom 01
Quest Update Old Kingdom 02
----- Gold Quest -----
Quest Gold Create
Quest Gold Discover
Quest Gold Completed
----- Gold Quest Update -----
Gold 02 Found
Gold 03 Found
Gold 04 Found
----- Survive Quest -----
Mission Failed Arthas Dead
Mission Failed Anubarak Dead
Kingdom Quest
Kingdom Quest Discovered Q
Kingdom Quest Update 01 Q
Kingdom Quest Update 02
Kingdom Quest Update 02 Q
Gold Quest
Coin Found
First Coin Found Q
Second Coin Found Q
Third Coin Found Q
Fourth Coin Found Q
Fifth Coin Found Q
CreateCoin01
CreateCoin02
CreateCoin03
Leaderboard
Leaderboard Create
Leaderboard Update 02
Leaderboard Update 03
Leaderboard Update 04
Leaderboard Update 05
Leaderboard Update 06
Leaderboard Update 07
Leaderboard Update 08
Leaderboard Update 09
Leaderboard Update 10
Leaderboard Destroy
Leaderboard Hide
Leaderboard Show
Hints
Spike Trap Message Q
Player gets a Beetle
Use Death Pact on Beetles Message Q
IZZZZZZZZZZZI
Victory Defeat
Victory Door Open
Defeat Arthas Dead
Defeat Anubarak Dead
Player Sharing Triggers
SetDifficulty
DifficultySelected
ConvertPlayerUnits
UpdateResourcesGold
UpdateResourcesLumber
UpdateFoodUsage
TomeStrengthUsed
TomeAgilityUsed
TomeIntelligenceUsed
PlayerLeavesGame
Game Cache Triggers
SetCacheVariables
LoadHeroesText
PreplaceItemsLoad
PreplaceItemsSave
SaveCodeEtc
StartGame
LoadGame
NewGame
Satchet Triggers
MoveSatchets
BackpackDropItems
SatchetLevelGain
SatchetHeroDies
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

    loop
        set udg_SaveLoad_Compress[i + 48] = j
        set udg_SaveLoad_Uncompress[i] = i + 48
        set j = j + 1
        set i = i + 1
        exitwhen i >= 10
    endloop
    set i = 0
    loop
        set udg_SaveLoad_Compress[i + 97] = j
        set udg_SaveLoad_Compress[i + 65] = j + 26
        set udg_SaveLoad_Uncompress[i + 10] = i + 97
        set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
        set j = j + 1
        set i = i + 1
        exitwhen i >= 26
    endloop
endfunction

function SaveLoad_Id2CId takes integer n returns integer
    local integer i = n / (256 * 256 * 256)
    local integer r
    set n = n - i * (256 * 256 * 256)
    set r = udg_SaveLoad_Compress[i]
    set i = n / (256 * 256)
    set n = n - i * (256 * 256)
    set r = r * 64 + udg_SaveLoad_Compress[i]
    set i = n / 256
    set r = r * 64 + udg_SaveLoad_Compress[i]
    return r * 64 + udg_SaveLoad_Compress[n - i * 256]
endfunction

function SaveLoad_CId2Id takes integer n returns integer
    local integer i = n / (64 * 64 * 64)
    local integer r
    set n = n - i * (64 * 64 * 64)
    set r = udg_SaveLoad_Uncompress[i]
    set i = n / (64 * 64)
    set n = n - i * (64 * 64)
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    set i = n / 64
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
endfunction

function SaveLoad_Unit2Integer takes unit u returns integer
    local integer i = 0
    local integer n = GetUnitTypeId(u)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Heroes_LastIndex
        if udg_SaveLoad_Heroes[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Unit takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Heroes_LastIndex then
        return udg_SaveLoad_Heroes[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Item2Integer takes item t returns integer
    local integer i = 0
    local integer n = GetItemTypeId(t)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Items_LastIndex
        if udg_SaveLoad_Items[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Item takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Items_LastIndex then
        return udg_SaveLoad_Items[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Ability2Integer takes integer a returns integer
    local integer i = 0
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Abilities_LastIndex
        if udg_SaveLoad_Abilities[i] == a then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(a)
endfunction
function SaveLoad_Integer2Ability takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Abilities_LastIndex then
        return udg_SaveLoad_Abilities[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_EncodeChar takes string n returns integer
    local integer i = 0
    local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local string s2 = "abcdefghijklmnopqrstuvwxyz"
    local string s3 = "0123456789"

    loop
        if SubString(s1,i,i + 1) == n then
            return i
        endif
        if SubString(s2,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 26
    endloop
    set i = 0
    loop
        if SubString(s3,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 10
    endloop
    return 0
endfunction

function SaveLoad_EncodeVerify takes string buffer returns integer
    local integer i = 0
    local integer j = 0
    local string name = GetPlayerName(GetTriggerPlayer())
    if udg_SaveLoad_UsePlayername == true then
        loop
            set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
            set i = i + 1
            exitwhen i >= StringLength(name)
        endloop
    endif
    set i = 0
    loop
        set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop
    return j
endfunction

function SaveLoad_EncodeValues takes nothing returns string
    local integer i
    local integer j
    local integer k
    local integer l
    local integer m
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer array a
    local string buffer = ""
    local string c = ""
    local integer skip = 0
    local integer CONST = 1000000
    local string abc = "0123456789"

    set i = 0
    loop
        set i = i + 1
        exitwhen i > udg_SaveCount
        set buffer = buffer + I2S(udg_Save[i]) + "-"
    endloop
    set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
    if udg_Save[1] == 0 then
        set buffer = "-" + buffer
    endif

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0
    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * 11
            set j = j + 1
            exitwhen j > m
        endloop

        set l = 0
        set c = SubString(buffer,i,i + 1)
        loop
            exitwhen SubString(abc,l,l + 1) == c
            set l = l + 1
            exitwhen l > 9
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set buffer = ""
    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / CodeLength
            set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / CodeLength
        set i = a[j] - k * CodeLength
        set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = StringLength(buffer)
    set skip = 0
    set c = ""
    loop
        set i = i - 1
        set c = c + SubString(buffer,i,i + 1)
        set skip = skip + 1
        if skip == 4 and i > 0 then
            set c = c + "-"
            set skip = 0
        endif
        exitwhen i <= 0
    endloop
    return c
endfunction

function SaveLoad_DecodeValues takes string s returns boolean
    local integer i
    local integer j
    local integer k
    local integer l
    local integer SaveCode = 0
    local integer m
    local integer array a
    local string buffer = ""
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer skip = -1
    local integer CONST = 1000000
    local string abc = "0123456789-"
    local string c

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0

    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * CodeLength
            set j = j + 1
            exitwhen j > m
        endloop

        set skip = skip + 1
        if skip == 4 then
            set skip = 0
            set i = i + 1
        endif

        set l = CodeLength
        set c = SubString(s,i,i + 1)
        loop
            set l = l - 1
            exitwhen l < 1
            exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(s)
    endloop

    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / 11
            set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / 11
        set i = a[j] - k * 11
        set buffer = SubString(abc,i,i + 1) + buffer
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = 0
    set j = 0
    loop
        loop
            exitwhen i >= StringLength(buffer)
            exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
            set i = i + 1
        endloop
        if i < StringLength(buffer) then
            set k = i
        endif
        set SaveCode = SaveCode + 1
        set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
        set j = i + 1
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
    set udg_SaveCount = SaveCode - 1
    if j == udg_Save[SaveCode]then
        return true
    endif
    return false
endfunction

function SaveLoad_Encode takes nothing returns string
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
    endif
    return SaveLoad_EncodeValues()
endfunction

function SaveLoad_Decode takes string s returns boolean
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
        set s = StringCase(s,true)
    endif
    if SaveLoad_DecodeValues(s) then
        call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
        return true
    endif
    call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
    return false
endfunction

function CreateTextFile takes string Code returns nothing
    call PreloadGenClear()
    call PreloadGenStart()
    
    // The line below creates the log
    call Preload("load " + Code)
    
    // The line below creates the file at the specified location
    call PreloadGenEnd(udg_TextFileName + ".txt")
endfunction
Name Type Is Array Initial Value
Anubarak unit No
AP04_Arthas player No Player03
AP11_Sapphiron player No Player10
AP11_SharedPlayer player No Player00
AP12_Anubarak player No Player11
AP2_Dwarves player No Player01
AP3_Nerubian player No Player02
AP5_FakeAnubarak player No Player04
AP7_DwarvesNeutral player No Player06
APG1_Player force No
Arthas unit No
ArthasReturnSpot location No
Baelgun unit No
BaelgunGroup group No
BarrelRevealTimer timer No
BarrelRevealVM fogmodifier No
BlackMaskIntro01 fogmodifier No
BlackMaskIntro02 fogmodifier No
BloodArray effect Yes
BridgeBlowupGroup group No
BridgeRevealerGroup group No
CameraReturnPoint location No
ChooseDifficulty dialog No
Code string No
CodeError boolean No
DamageTextArray texttag Yes
DoorOpenSound sound No
DwarfIntro01 unit No
DwarfIntro02 unit No
DwarfIntro03 unit No
DwarvesHide group No
DyingUnit unit No
EarthquakeSound sound No
Elevator01Close boolean No
ElevatorSound sound No
Ensnare01 effect No
Ensnare02 effect No
Ensnare03 effect No
Ensnare04 effect No
Ensnare05 effect No
ExpDisabledForAnuburak boolean No
ExpDisabledForArthas boolean No
FakeAnubarak unit No
FountainElevator destructable No
GameOver boolean No
GameSelection boolean No
GatesRollingSound sound No
GoldAmount real No 250.00
GoldCoinsFound integer No
Hard boolean No
HardB button No
HiddenUnits group No
HiddenUnitsCreep group No
InCinematic boolean No
IntroSkipped boolean No
IntroVisibility fogmodifier No
KarginsForge unit No
MidCinBaelgunSkipped boolean No
MidCinBridgeSkipped boolean No
NerubainVaultVisibility fogmodifier No
NerubianGroup01 group No
NormalB button No
OpeningGate destructable No
OrbLeaderboard leaderboard No
OrbLeaderboardExists boolean No
OrbofFrost item No
PlateActivationSound sound No
PlayerOneTomesAgility integer No
PlayerOneTomesIntelligence integer No
PlayerOneTomesStrength integer No
PlayerTwoTomesAgility integer No
PlayerTwoTomesIntelligence integer No
PlayerTwoTomesStrength integer No
PointDwarfIntro01Dest location No
PointElevator01 location No
PointRegion135 location No
PointSpawnSpider01 location No
PointSpawnSpider02 location No
PointSpiderlingSpawn location No
PointVisibilityAreaRockBarrels location No
PointVoiceOverSlither location No
QuestGold quest No
QuestGold0Req questitem No
QuestLocateKingdomReq questitem No
QuestMainKeyReq questitem No
QuestMainKillBaelgunReq questitem No
QuestMustSurvive questitem No
QuestOldKingdom quest No
RampartLedge1VMExists boolean No
RevivalAltar unit No
RevivalHero unit No
RevivalReturnSpot location No
RevivalSpot location No
RockAreaRevealerGroup group No
RockEntranceTurnOff boolean No
RockWallVisibility fogmodifier No
Room01RevealerGroup group No
Room04RevealerGroup group No
Room05RevealerGroup group No
Satchet01 unit No
Satchet02 unit No
SatchetPosition location No
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_Alphabet string No
SaveLoad_CaseSensitive boolean No
SaveLoad_Compress integer Yes
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_Initialized boolean No
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
SelectedUnits group No
SelectedUnits2 group No
SinglePlayer boolean No
Snow weathereffect No
SpikeDownSound sound No
SpikeNotReady boolean No
SpikeUpSound sound No
StartingUnits group No
TempHero unit No
TempItem item No
TempItemType itemcode No
TempPoint location No
TempUnitGroup group No
TextFileName string No
TimerSummoning real No
TreasureSpider01 unit No
TreasureSpider02 unit No
UnitsSpiked integer No
Validate boolean No
VictorySkipped boolean No
VisibilityBridge fogmodifier No
VisibilityChasm fogmodifier No
VisibilityInitial fogmodifier No
VisibilityRoom01 fogmodifier No
VisibilityRoom04 fogmodifier No
VisibilityRoom05 fogmodifier No
VoiceoverNerubianOff boolean No
Template version 1.03
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Set ally color filtering to 0
    Game - Disable ally color button and Disable creep camp button
    Game - Set Lock resource trading to On
    Trigger - Run Init_01_Players <gen> (checking conditions)
    Trigger - Run Init_02_Units <gen> (checking conditions)
    Trigger - Run Init_04_Environment <gen> (checking conditions)
    Trigger - Run Init_05_Quests <gen> (checking conditions)
    Trigger - Run Init_07_Elevators <gen> (checking conditions)
    Trigger - Run Init_08_Regions_to_Points <gen> (checking conditions)
    Trigger - Run Init_03_Sounds <gen> (checking conditions)
    -------- Start Intro Cinematic --------
    Trigger - Run SetDifficulty <gen> (checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    Player Group - Add AP04_Arthas to APG1_Player
    Player Group - Add AP12_Anubarak to APG1_Player
    Player Group - Add AP11_SharedPlayer to APG1_Player
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((AP04_Arthas controller) Equal to Computer) or ((AP04_Arthas slot status) Equal to Is unused)
      Then - Actions
        Set SinglePlayer = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((AP12_Anubarak controller) Equal to Computer) or ((AP12_Anubarak slot status) Equal to Is unused)
      Then - Actions
        Set SinglePlayer = True
      Else - Actions
    -------- Alliance Settings --------
    Player - Make AP11_SharedPlayer treat AP2_Dwarves as an Enemy
    Player - Make AP11_SharedPlayer treat AP3_Nerubian as an Enemy
    Player - Make AP2_Dwarves treat AP11_SharedPlayer as an Enemy
    Player - Make AP3_Nerubian treat AP11_SharedPlayer as an Enemy
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat AP7_DwarvesNeutral as an Enemy
    -------- Initial Resources --------
    -------- Player Colors --------
    Player - Change color of AP11_SharedPlayer to (Color of Player 4 (Purple)), Changing color of existing units
    Player - Change color of AP7_DwarvesNeutral to (Color of AP2_Dwarves), Changing color of existing units
    Player - Change color of AP5_FakeAnubarak to (Color of AP12_Anubarak), Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide AP7_DwarvesNeutral in the post-game score screen
    Player - Hide AP3_Nerubian in the post-game score screen
    Player - Hide AP11_Sapphiron in the post-game score screen
    Player - Hide AP5_FakeAnubarak in the post-game score screen
    Player - Hide AP11_SharedPlayer in the post-game score screen
    -------- Unit Groups --------
    Unit Group - Pick every unit in (Units in Nerubian_Group01_Area <gen> owned by AP3_Nerubian) and do (Add (Picked unit) to NerubianGroup01)
Init 02 Units
  Events
  Conditions
  Actions
    -------- Heroes --------
    Trigger - Run Load_Heroes <gen> (checking conditions)
    Hero - Make AP04_Arthas Heroes gain 160.00% experience from future kills
    Hero - Make AP12_Anubarak Heroes gain 160.00% experience from future kills
    -------- NPCs --------
    Unit - Make KarginsForge Invulnerable
    Set Baelgun = Mountain King 0023 <gen>
    Hero - Set Baelgun Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Baelgun: Human Mountain King - Storm Bolt
    Hero - Learn skill for Baelgun: Human Mountain King - Storm Bolt
    Hero - Learn skill for Baelgun: Human Mountain King - Storm Bolt
    Hero - Learn skill for Baelgun: Human Mountain King - Thunder Clap
    Hero - Learn skill for Baelgun: Human Mountain King - Thunder Clap
    Hero - Learn skill for Baelgun: Human Mountain King - Thunder Clap
    Hero - Learn skill for Baelgun: Human Mountain King - Bash
    Hero - Learn skill for Baelgun: Human Mountain King - Bash
    Hero - Learn skill for Baelgun: Human Mountain King - Bash
    Hero - Learn skill for Baelgun: Human Mountain King - Avatar
    Unit - Pause Mortar Team 0003 <gen>
    Unit - Pause Siege Engine 0090 <gen>
    -------- ExposedGoldCoinsInvulnerable --------
    Item - Make (Random item in GoldCoin04_Exposed <gen>) Invulnerable
    Item - Make (Random item in GoldCoin05_Exposed <gen>) Invulnerable
    -------- Unit Groups --------
    Set BaelgunGroup = (Units in Baelgun_Group <gen> owned by AP2_Dwarves)
    -------- Creeps --------
    Unit - Change color of Sapphiron 0089 <gen> to Purple
    -------- Destructible --------
    Destructible - Make Old Kingdom Door 0118 <gen> Invulnerable
    Destructible - Make Dungeon Gate 0100 <gen> Invulnerable
    Destructible - Hide Lever 0082 <gen>
    Destructible - Make Lever 0082 <gen> Invulnerable
    -------- Make vital units indestructible --------
    Unit - Make Mortar Team 0003 <gen> Invulnerable
    Unit - Make Rifleman 0015 <gen> Invulnerable
    Unit - Make Rifleman 0012 <gen> Invulnerable
    Unit - Make Rifleman 0034 <gen> Invulnerable
    Unit - Pause Mortar Team 0003 <gen>
    Unit - Pause Rifleman 0015 <gen>
    Unit - Pause Rifleman 0012 <gen>
    Unit - Pause Rifleman 0034 <gen>
Init 03 Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Arthas' Theme
    Sound - Set the music list to Music, starting with song 2
Init 03 Sounds
  Events
  Conditions
  Actions
    Set PlateActivationSound = BattlenetBirth1 <gen>
    Set ElevatorSound = BattlenetBirth1 <gen>
    Set GatesRollingSound = BattleNetDoorsStereo2 <gen>
    Set GatesRollingSound = BattleNetDoorsStereo2 <gen>
    Set EarthquakeSound = Earthquake <gen>
    Set SpikeUpSound = MetalLightSliceMetal1 <gen>
    Set SpikeDownSound = MetalLightSliceFlesh3 <gen>
    Set DoorOpenSound = LargeCityGateOpen1 <gen>
Init 04 Environment
  Events
  Conditions
  Actions
    -------- Initial Time Of Day --------
    Game - Set the time of day to 19.00
    -------- Weather Effects --------
    -------- Fog --------
    -------- Initial Visibility --------
    -------- Bridges, Gates, etc. --------
Init 05 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_The_Old_Kingdom_Create <gen> (checking conditions)
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Set gold amount --------
    Set GoldAmount = 250.00
Init 06a Hard
  Events
  Conditions
    Hard Equal to True
  Actions
    -------- See Room 04 Treasure Room - Dwarves Barge In --------
    -------- Give Baelgun some Toys --------
    Item - Remove (Item carried by Baelgun in slot 1)
    Item - Remove (Item carried by Baelgun in slot 2)
    Item - Remove (Item carried by Baelgun in slot 3)
    Item - Remove (Item carried by Baelgun in slot 4)
    Hero - Create Belt of Giant Strength +6 and give it to Baelgun
    Hero - Create Ring of Protection +5 and give it to Baelgun
    Hero - Create Runed Bracers and give it to Baelgun
    Hero - Create Potion of Restoration and give it to Baelgun
    -------- Give Dwarves some upgrades --------
    Player - Set the current research level of Rhra (techcode) to 3 for AP2_Dwarves
    Player - Set the current research level of Rhla (techcode) to 3 for AP2_Dwarves
    Player - Set the current research level of Rhar (techcode) to 3 for AP2_Dwarves
    Player - Set the current research level of Rhme (techcode) to 3 for AP2_Dwarves
    Player - Set the current research level of Rhfs (techcode) to 1 for AP2_Dwarves
Init 06b Normal
  Events
  Conditions
    Hard Equal to False
  Actions
    -------- Give Baelgun some Toys --------
    Item - Remove (Item carried by Baelgun in slot 1)
    Item - Remove (Item carried by Baelgun in slot 2)
    Hero - Create Belt of Giant Strength +6 and give it to Baelgun
    Hero - Create Ring of Protection +3 and give it to Baelgun
    -------- Intro Room --------
    Unit - Remove Rifleman 0077 <gen> from the game
    Unit - Remove Rifleman 0078 <gen> from the game
    -------- Bridge Room --------
    Unit - Remove Mortar Team 0080 <gen> from the game
    Unit - Remove Mortar Team 0079 <gen> from the game
    -------- Spider Room --------
    Unit - Remove Nerubian Warrior 0081 <gen> from the game
    Unit - Remove Nerubian Warrior 0082 <gen> from the game
    Unit - Remove Queen Nezar'Azret 0000 <gen> from the game
    -------- Hallway --------
    Unit - Remove Mortar Team 0087 <gen> from the game
    Unit - Remove Rifleman 0086 <gen> from the game
    -------- Ex Pit Room --------
    Unit - Remove Mortar Team 0076 <gen> from the game
    Unit - Remove Mortar Team 0083 <gen> from the game
    -------- Baelgun Room --------
    Unit - Remove Rifleman 0093 <gen> from the game
    Unit - Remove Rifleman 0094 <gen> from the game
    Unit - Remove Mortar Team 0092 <gen> from the game
    -------- Give Dwarves some upgrades --------
    Player - Set the current research level of Rhra (techcode) to 1 for AP2_Dwarves
    Player - Set the current research level of Rhla (techcode) to 1 for AP2_Dwarves
    Player - Set the current research level of Rhar (techcode) to 1 for AP2_Dwarves
    Player - Set the current research level of Rhme (techcode) to 1 for AP2_Dwarves
Init 07 Elevators
  Events
  Conditions
  Actions
    -------- Victory Elevator --------
    Destructible - Close North wall of Elevator 0077 <gen>
    Destructible - Close South wall of Elevator 0077 <gen>
    Destructible - Close North wall of Elevator 1016 <gen>
    Destructible - Close South wall of Elevator 1016 <gen>
Init 08 Regions to Points
  Events
  Conditions
  Actions
    Set PointDwarfIntro01Dest = (Center of DwarfIntro01_Dest <gen>)
    Set PointVisibilityAreaRockBarrels = (Center of VisibilityAreaRockBarrels <gen>)
    Set PointElevator01 = (Center of Elevator01 <gen>)
    Set PointSpawnSpider01 = (Center of SpawnSpider01 <gen>)
    Set PointSpawnSpider02 = (Center of SpawnSpider02 <gen>)
    Set PointSpiderlingSpawn = (Center of Spiderling_Spawn <gen>)
    Set PointVoiceOverSlither = (Center of VoicoverSlither <gen>)
    Set PointRegion135 = (Center of Region_135 <gen>)
Load Heroes
  Events
  Conditions
  Actions
    -------- Load Each Hero --------
    Trigger - Run Create_Arthas <gen> (checking conditions)
    Trigger - Run Create_Anubarak <gen> (checking conditions)
Create Arthas
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1 Death Knight (Evil) for Neutral Passive at (Center of Arthas_Create <gen>) facing 350.00 degrees
    Set Arthas = (Last created unit)
    Hero - Set Arthas Hero-level to 5, Hide level-up graphics
    Hero - Learn skill for Arthas: Undead Death Knight - Death Coil
    Hero - Learn skill for Arthas: Undead Death Knight - Death Coil
    Hero - Learn skill for Arthas: Undead Death Knight - Death Pact
    Hero - Learn skill for Arthas: Undead Death Knight - Unholy Aura
    Hero - Learn skill for Arthas: Undead Death Knight - Unholy Aura
    -------- Create Satchet --------
    Unit - Create 1 Sachet for Neutral Passive at (Center of Arthas_Create <gen>) facing 90.00 degrees
    Set Satchet01 = (Last created unit)
Create Anubarak
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1 Crypt Lord for Neutral Passive at (Center of Anuburak_Create <gen>) facing 190.00 degrees
    Set Anubarak = (Last created unit)
    Hero - Set Anubarak Hero-level to 5, Hide level-up graphics
    -------- Create Satchet --------
    Unit - Create 1 Sachet for Neutral Passive at (Center of Anuburak_Create <gen>) facing 90.00 degrees
    Set Satchet02 = (Last created unit)
Load Default Arthas
  Events
  Conditions
  Actions
    -------- Add Items --------
    Hero - Create Staff of Reanimation and give it to Arthas
    Hero - Create Circlet of Nobility and give it to Arthas
    Hero - Create Sobi Mask and give it to Arthas
Load Default Anubarak
  Events
  Conditions
  Actions
    -------- Default Hero Data --------
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Impale
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Impale
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Spiked Carapace
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Carrion Beetles
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Carrion Beetles
    -------- Add Items --------
    Hero - Create Gauntlets of Ogre Strength +3 and give it to Anubarak
    Hero - Create Claws of Attack +9 and give it to Anubarak
    Hero - Create Pendant of Energy and give it to Anubarak
Experience Cap Anubarak
  Events
    Unit - A unit owned by Player 12 (Brown) Gains a level
  Conditions
    (Leveling Hero) Equal to Anubarak
    (Hero level of (Leveling Hero)) Greater than or equal to 6
  Actions
    Hero - Disable experience gain for Anubarak
    Set ExpDisabledForAnuburak = True
Before running this in a cinematic, do the following:
- Set "RevivalHero" to the hero you wish to revive.
- Set "RevivalSpot" to the place at which you wish the hero to be revived.

After running this, set the unit facing for the revived hero.

After the cinematic, move the hero instantly to RevivalReturnSpot.
Cinematic Revival
  Events
  Conditions
  Actions
    Set RevivalReturnSpot = (Position of RevivalHero)
    Unit - Move RevivalHero instantly to RevivalSpot
    If ((RevivalHero is alive) Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Hero - Instantly revive RevivalHero at RevivalSpot, Hide revival graphics
    Set RevivalReturnSpot = RevivalSpot
    Set RevivalAltar = (Random unit from (Units owned by (Owner of RevivalHero) matching ((((Matching unit) is alive) Equal to True) and ((((Unit-type of (Matching unit)) Equal to Altar of Kings) or ((Unit-type of (Matching unit)) Equal to Altar of Storms)) or (((Unit-type of (Matching unit)) Equal to Altar of Darkness) or ((Unit-type of (Matching unit)) Equal to Altar of Elders))))))
    If (RevivalAltar Not equal to No unit) then do (Set RevivalReturnSpot = ((Position of RevivalAltar) offset by (0, -128.00))) else do (Do nothing)
Intro Cinematic 1 Q
  Events
  Conditions
  Actions
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 1.00 seconds
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpening01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_AOpening02 for (Picked player) over 16.00 seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Order Crypt Fiend 0007 <gen> to Move To (Center of CryptFiend01_Intro_Dest_01 <gen>)
    Unit - Order Crypt Fiend 0017 <gen> to Move To (Center of CryptFiend02_Intro_Dest_01 <gen>)
    Unit - Order Ghoul 0039 <gen> to Move To (Center of GhoulIntroDest01 <gen>)
    Unit - Order Ghoul 0040 <gen> to Move To (Center of GhoulIntroDest02 <gen>)
    Unit - Order Arthas to Move To (Center of Arthas_Intro_Dest_00 <gen>)
    Sound - Play HorseLoop3 <gen> at 60.00% volume, attached to Arthas
    Unit - Order Anubarak to Move To (Center of Anuburak_Intro_Dest_00 <gen>)
    Wait 2.00 seconds
    Trigger - Turn on Intro_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas01 <gen> and display We've been walking for hours. We've got to quicken our pace. The Lich King is defenseless without us.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AArthas01 <gen> to be 4.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AArthas01 <gen> to be 1.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AArthas01 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak02 <gen> and display I left many of my warriors at Icecrown before I came to find you, death knight. They will hold the line for as long as they are able.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play HorseLoop301 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AAnubarak02 <gen> to be 8.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop201 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AAnubarak02 <gen> to be 6.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AAnubarak02 <gen> to be 3.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AAnubarak02 <gen> to be 0.75 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AAnubarak02 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Fade out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpening025 for (Picked player) over 0.00 seconds
        Camera - Apply gg_cam_AOpening03 for (Picked player) over 5.00 seconds
    Visibility - Enable black mask
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Black mask across Intro_Black_Mask_01 <gen>
    Set BlackMaskIntro01 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Black mask across Intro_Black_Mask_02 <gen>
    Set BlackMaskIntro02 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility across SnowArea <gen>
    Set IntroVisibility = (Last created visibility modifier)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    -------- Start new scene --------
    Wait 3.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas03 <gen> and display Tell me, where are all of your people? Shouldn't there be nerubians around here--undead or otherwise?. Modify duration: Add 0 seconds and Don't wait
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to Arthas
    Wait for L07AArthas03 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak04 <gen> and display I've been wondering about that myself. Something must have driven them all off.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AAnubarak04 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Dwarves intro --------
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpeningDwarves for (Picked player) over 0 seconds
    Unit - Order DwarfIntro01 to Move To (Center of DwarfIntro01 <gen>)
    Unit - Order DwarfIntro02 to Move To (Center of DwarfIntro02 <gen>)
    Unit - Order DwarfIntro03 to Move To (Center of DwarfIntro03 <gen>)
    Cinematic - Send transmission to (All players) from DwarfIntro02 named Dwarf: Play L07AAxeman05 <gen> and display We did, ye rotting bastards! We been watching ye all along!. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AAxeman05 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpeningUndead for (Picked player) over 0 seconds
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas06 <gen> and display Muradin's dwarves! Impossible... Doesn't anyone stay dead anymore?. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AArthas06 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpening03 for (Picked player) over 0 seconds
    Cinematic - Send transmission to (All players) from DwarfIntro03 named Dwarf: Play L07AAxeman07 <gen> and display We've been wandering this forsaken land ever since you killed Muradin and left us to rot, Arthas. Our leader, Baelgun, led us into the ruined city to survive.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AAxeman07 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Attack --------
    Cinematic - Send transmission to (All players) from DwarfIntro03 named Dwarf: Play L07AAxeman08 <gen> and display But there's no way we're letting you in!. Modify duration: Add 0 seconds and Don't wait
    Wait 3.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play DwarfIntro02's attack animation, using only Rare animations
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play DwarfIntro03's attack animation, using only Rare animations
    Wait 0.60 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset DwarfIntro02's animation
    Animation - Reset DwarfIntro03's animation
    Animation - Play DwarfIntro01's attack animation, using only Rare animations
    Wait 0.80 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset DwarfIntro01's animation
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_AOpening05 for (Picked player) over 0.00 seconds
        Camera - Apply gg_cam_AOpening06 for (Picked player) over 6.00 seconds
    Unit - Order Sapphiron 0089 <gen> to Attack OpeningGate
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas09 <gen> and display We have no time for these games!. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AArthas09 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas10 <gen> and display Sapphiron, attack!. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AArthas10 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FrostwyrmYesAttack3 <gen> at 90.00% volume, attached to Sapphiron 0089 <gen>
    -------- Dwarves Run --------
    Unit - Order DwarfIntro02 to Move To (Center of DwarfIntro02_Dest <gen>)
    Unit - Order DwarfIntro03 to Move To (Center of DwarfIntro03_Dest <gen>)
    Unit - Order Sapphiron 0089 <gen> to Attack OpeningGate
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order DwarfIntro01 to Move To (Center of DwarfIntro01_Dest <gen>)
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn on Dwarf_Panic <gen>
    Trigger - Turn on Door_Dead <gen>
    Unit - Order Sapphiron 0089 <gen> to Attack OpeningGate
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Sapphiron 0089 <gen> to Attack OpeningGate
    -------- Cinematic is continued after the Door dies --------
    Trigger - Remove (This trigger) from the trigger queue
Intro Cinematic 2 Q
  Events
  Conditions
  Actions
    -------- Continued from Intro Cinematic 1 --------
    Wait 2 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Sapphiron 0089 <gen> face Arthas over 0.50 seconds
    Unit - Order Arthas to Move To (Center of Arthas_Intro_Dest_02 <gen>)
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to Arthas
    Unit - Order Anubarak to Move To (Center of Anuburak_Intro_Dest_02 <gen>)
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas11 <gen> and display Well done, mighty Sapphiron. I wish we could take you with us, but the confines of the dark earth are no place for you.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AArthas11 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Setup all volume channels for speech
    Unit - Order Sapphiron 0089 <gen> to Move To (Center of FrostwyrmReturnPoint <gen>)
    Sound - Play FrostwyrmYes1 <gen> at 80.00% volume, attached to Sapphiron 0089 <gen>
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak12 <gen> and display The Lich King's time is running short--we must hurry.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AAnubarak12 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Arthas to Move To (Center of Arthas_Intro_Final <gen>)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Anubarak to Move To (Center of Anuburak_Intro_Final <gen>)
    Unit - Order Crypt Fiend 0007 <gen> to Move To (Center of CryptFiend01_Intro_Final <gen>)
    Wait 0.30 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Crypt Fiend 0017 <gen> to Move To (Center of CryptFiend02_Intro_Final <gen>)
    Wait 0.30 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Ghoul 0039 <gen> to Move To (Center of GhoulIntroDest01 <gen>)
    Unit - Order Ghoul 0040 <gen> to Move To (Center of GhoulIntroDest02 <gen>)
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Intro_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Wait 1.50 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Arthas Waypoint
  Events
    Unit - A unit enters Arthas_Intro_Dest_00 <gen>
  Conditions
    (Entering unit) Equal to Arthas
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Arthas to Move To (Center of Arthas_Intro_Dest_01 <gen>)
Anubarak Waypoint
  Events
    Unit - A unit enters Anuburak_Intro_Dest_00 <gen>
  Conditions
    (Entering unit) Equal to Anubarak
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Anubarak to Move To (Center of Anuburak_Intro_Dest_01 <gen>)
Crypt01 Waypoint
  Events
    Unit - A unit enters CryptFiend01_Intro_Dest_01 <gen>
  Conditions
    (Entering unit) Equal to Crypt Fiend 0007 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crypt Fiend 0007 <gen> to Move To (Center of CryptFiend01_Intro_Dest <gen>)
Crypt02 Waypoint
  Events
    Unit - A unit enters CryptFiend02_Intro_Dest_01 <gen>
  Conditions
    (Entering unit) Equal to Crypt Fiend 0017 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crypt Fiend 0017 <gen> to Move To (Center of CryptFiend02_Intro_Dest <gen>)
Dwarf Panic
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit - Order DwarfIntro01 to Move To PointDwarfIntro01Dest
Door Dies
  Events
    Destructible - Elven Gate 0030 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Intro_Cinematic_2_Q <gen> (checking conditions)
Close Door
  Events
    Unit - A unit enters CloseDoorInit <gen>
  Conditions
    (Entering unit) Equal to Rifleman 0004 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Close Elven Gate 0030 <gen>
    Sound - Play LargeCityGateOpen1 <gen> at 80.00% volume, located at (Center of GateSound <gen>) with Z offset 0
    Destructible - Set life of Elven Gate 0030 <gen> to 1.00%
    Unit - Hide Rifleman 0011 <gen>
    Unit - Hide Rifleman 0004 <gen>
    Trigger - Turn on Door_Dies <gen>
    Wait 0.10 seconds
    Unit - Order Sapphiron 0089 <gen> to Attack OpeningGate
Remove Dwarf02
  Events
    Unit - A unit enters DwarfIntro02_Dest <gen>
  Conditions
    (Entering unit) Equal to Rifleman 0004 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove DwarfIntro02 from the game
Remove Dwarf03
  Events
    Unit - A unit enters DwarfIntro03_Dest <gen>
  Conditions
    (Entering unit) Equal to Rifleman 0011 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove DwarfIntro03 from the game
Dwarf03 Facing
  Events
    Unit - A unit enters DwarfIntro03 <gen>
  Conditions
    (Entering unit) Equal to DwarfIntro03
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.20 seconds
    Unit - Make DwarfIntro03 face Arthas over 0 seconds
Dwarf02 Facing
  Events
    Unit - A unit enters DwarfIntro02 <gen>
  Conditions
    (Entering unit) Equal to DwarfIntro02
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.20 seconds
    Unit - Make DwarfIntro02 face Arthas over 0 seconds
Dwarf01 Facing
  Events
    Unit - A unit enters DwarfIntro01 <gen>
  Conditions
    (Entering unit) Equal to DwarfIntro01
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.20 seconds
    Unit - Make DwarfIntro01 face Arthas over 0 seconds
Door Dead
  Events
    Destructible - Elven Gate 0030 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill DwarfIntro01
Intro Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set IntroSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set InCinematic = False
    Trigger - Remove Intro_Cinematic_1_Q <gen> from the trigger queue
    Trigger - Remove Intro_Cinematic_2_Q <gen> from the trigger queue
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Arthas
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Set DwarfIntro01 = Rifleman 0005 <gen>
    Set DwarfIntro02 = Rifleman 0004 <gen>
    Set DwarfIntro03 = Rifleman 0011 <gen>
    -------- Hide Units --------
    Unit Group - Remove Arthas from HiddenUnits
    Unit Group - Remove Anubarak from HiddenUnits
    Unit Group - Remove Sapphiron 0089 <gen> from HiddenUnits
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units in HideDwarves <gen>) and do (Add (Picked unit) to DwarvesHide)
    Unit Group - Pick every unit in DwarvesHide and do (Hide (Picked unit))
    Destructible - Pick every destructible in LOS_blockers <gen> and do (Kill (Picked destructible))
    Destructible - Resurrect Elven Gate 0030 <gen> with 1.00 life and Hide birth animation
    Set OpeningGate = Elven Gate 0030 <gen>
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Disable Abilities --------
    -------- Remove Buffs --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Open Door --------
    Destructible - Open Elven Gate 0030 <gen>
    -------- Visibility --------
    Environment - Create at SnowArea <gen> the weather effect Northrend Snow (Light)
    Set Snow = (Last created weather effect)
    Environment - Turn Snow On
    -------- Alliances --------
    Player - Make AP11_SharedPlayer treat AP2_Dwarves as an Ally with shared vision
    Player - Make AP2_Dwarves treat AP11_SharedPlayer as an Ally with shared vision
    Player - Make AP11_Sapphiron treat AP2_Dwarves as an Ally
    Player - Make AP2_Dwarves treat AP11_Sapphiron as an Ally
    -------- Set Walk Speed --------
    Unit Group - Pick every unit in (Units in StartingUnitsArea <gen>) and do (Add (Picked unit) to StartingUnits)
    Unit - Set Crypt Fiend 0007 <gen> movement speed to 150.00
    Unit - Set Crypt Fiend 0017 <gen> movement speed to 150.00
    Unit - Set Ghoul 0039 <gen> movement speed to 150.00
    Unit - Set Ghoul 0040 <gen> movement speed to 150.00
    Unit - Set Anubarak movement speed to 160.00
    Unit - Set Arthas movement speed to 175.00
Intro Cleanup
  Events
  Conditions
  Actions
    -------- Restore Abilities --------
    -------- Reset Walk Speed --------
    Unit Group - Pick every unit in StartingUnits and do (Set (Picked unit) movement speed to (Default movement speed of (Picked unit)))
    -------- Move Units --------
    Unit - Move Arthas instantly to (Center of Arthas_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Anubarak instantly to (Center of Anuburak_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Crypt Fiend 0007 <gen> instantly to (Center of CryptFiend01_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Crypt Fiend 0017 <gen> instantly to (Center of CryptFiend02_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Ghoul 0039 <gen> instantly to (Center of CryptFiend01_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Ghoul 0040 <gen> instantly to (Center of CryptFiend02_Intro_Final <gen>), facing 350.00 degrees
    Unit - Move Meat Wagon 0027 <gen> instantly to (Center of CatapultDestFinal <gen>), facing 350.00 degrees
    Unit - Remove DwarfIntro01 from the game
    Unit - Remove DwarfIntro02 from the game
    Unit - Remove DwarfIntro03 from the game
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    Player - Enable Unholy Aura for AP04_Arthas
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit - Remove Sapphiron 0089 <gen> from the game
    Destructible - Pick every destructible in LOS_blockers <gen> and do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Hide birth animation)
    Destructible - Destroy Elven Gate 0030 <gen>
    Unit Group - Pick every unit in DwarvesHide and do (Unhide (Picked unit))
    -------- Unpause Units --------
    -------- Pause Time Of Day --------
    -------- Re-enable XP Gain --------
    If (ExpDisabledForAnuburak Equal to False) then do (Enable experience gain for Anubarak) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select Arthas for AP04_Arthas
    Selection - Select Anubarak for AP12_Anubarak
    -------- Reset Sky --------
    Environment - Set sky to None
    Environment - Turn Snow Off
    Environment - Remove Snow
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Camera - Pan camera for (Picked player) to (Target of gg_cam_AOpeningFinal) over 0 seconds
    -------- Initial Harvesting --------
    -------- Alliances --------
    Player - Make AP11_SharedPlayer treat AP2_Dwarves as an Enemy
    Player - Make AP2_Dwarves treat AP11_SharedPlayer as an Enemy
    Player - Make AP11_Sapphiron treat AP2_Dwarves as an Enemy
    Player - Make AP2_Dwarves treat AP11_Sapphiron as an Enemy
    -------- Wipe Visibility --------
    Visibility - Destroy IntroVisibility
    Visibility - Destroy BlackMaskIntro01
    Visibility - Destroy BlackMaskIntro02
    Visibility - Create an initially Enabled visibility modifier for AP04_Arthas emitting Black mask across (Entire map)
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP12_Anubarak emitting Black mask across (Entire map)
    Visibility - Destroy (Last created visibility modifier)
    -------- Create Revealer --------
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility across VisibilityRoom01 <gen>
    Set VisibilityInitial = (Last created visibility modifier)
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 5.00 seconds
    -------- Quest update --------
    Trigger - Add Kingdom_Quest_Discovered_Q <gen> to the trigger queue (Checking conditions)
Bridge Cinematic
  Events
    Unit - A unit enters BridgeCinInitArea <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Bridge_Cinematic_01_Q <gen> to the trigger queue (Checking conditions)
Bridge Cinematic 01 Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 0.25 seconds
    Trigger - Run Bridge_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Bridge_Cin_01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Bridge_Cin_02 for (Picked player) over 6.00 seconds
    -------- Units --------
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Bridge_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Rifleman 0015 <gen> named Rifleman: Play L07ARifleman24 <gen> and display Set off the charges! Blow the bridge before they get across!. Modify duration: Add 0.00 seconds and Don't wait
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- ------------------ --------
    Unit - Make Rifleman 0015 <gen> face Mortar Team 0003 <gen> over 0 seconds
    Wait 0.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Rifleman 0034 <gen> face Rifleman 0015 <gen> over 0 seconds
    Unit - Unpause Mortar Team 0003 <gen>
    Unit - Make Mortar Team 0003 <gen> face Rifleman 0015 <gen> over 0 seconds
    Wait 0.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Rifleman 0012 <gen> face Rifleman 0015 <gen> over 0 seconds
    Trigger - Run Rifleman_Panic <gen> (checking conditions)
    -------- ------------------------- --------
    Unit - Order Mortar Team 0003 <gen> to Move To (Center of MortarDest01 <gen>)
    Wait 0.50 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Rifleman 0015 <gen> to Move To (Center of Rifleman02DestFinal <gen>)
    Unit - Order Rifleman 0034 <gen> to Move To (Center of Rifleman01DestFinal <gen>)
    Wait 1.50 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Bridge_Cin_03 for (Picked player) over 4.00 seconds
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas25 <gen> and display No! Stop them before they--. Modify duration: Add 0 seconds and Don't wait
    Wait for L07AArthas25 <gen> to be 0.50 seconds from finished playing
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Bridge Cinematic 02
  Events
  Conditions
    MidCinBridgeSkipped Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set InCinematic = True
    -------- Explosion Sequence --------
    Destructible - Pick every destructible in Barrels_Exploding_Area <gen> and do (Kill (Picked destructible))
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire01_Area <gen>
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire02_Area <gen>
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire03_Area <gen>
    Sound - Play BuildingDeathLargeHuman <gen> at 90.00% volume, located at (Position of Bridge Destroyed 0342 <gen>) with Z offset 0
    Sound - Stop OrcHumanLargeBuildingFire1 <gen> After fading
    Unit - Kill Rifleman 0012 <gen>
    Sound - Play BridgeDeath <gen> at 70.00% volume, located at (Position of Bridge Destroyed 0342 <gen>) with Z offset 0
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Sway the camera source for (Picked player) with magnitude 20.00 and velocity 1000.00
    Sound - Set volume of EarthquakeLoop101 <gen> to 80.00%
    Sound - Play EarthquakeLoop101 <gen>
    Wait 1.00 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Sway the camera source for (Picked player) with magnitude 40.00 and velocity 1000.00
    Wait 1.00 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Sway the camera source for (Picked player) with magnitude 20.00 and velocity 1000.00
    Sound - Stop BridgeDeath <gen> After fading
    Wait 1.00 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player)
    Sound - Stop EarthquakeLoop101 <gen> After fading
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Bridge_Cin_04 for (Picked player) over 0.00 seconds
    Destructible - Pick every destructible in ScorchMarkBridgeArea <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked destructible) Not equal to Bridge Destroyed 0342 <gen>
          Then - Actions
            Destructible - Remove (Picked destructible)
          Else - Actions
    Wait 1.00 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- ------------------------- --------
    Animation - Play Mountain King 0023 <gen>'s stand - 3 animation, using only Rare animations
    Cinematic - Send transmission to (All players) from Baelgun named Baelgun: Play L07ARifleman26 <gen> and display That was for Muradin! Now you'll never get across!. Modify duration: Add 0.00 seconds and Wait
    Wait for L07ARifleman26 <gen> to be 0 seconds from finished playing
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Mountain King 0023 <gen>'s stand - 3 animation, using only Rare animations
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Bridge_Cin_05 for (Picked player) over 0.00 seconds
        Camera - Apply gg_cam_Bridge_Cin_06 for (Picked player) over (Length of L07AAnubarak28 <gen>) seconds
    Unit - Make Rifleman 0034 <gen> face 180.00 over 0 seconds
    Unit - Make Rifleman 0015 <gen> face 170.00 over 0 seconds
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak28 <gen> and display There are other passages through the labyrinth, death knight. We will find another way.. Modify duration: Add 0 seconds and Wait
    Wait for L07AAnubarak28 <gen> to be 0 seconds from finished playing
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Bridge_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Bridge_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Quest update --------
    Wait Campaign quest delay seconds
    Set InCinematic = False
    Trigger - Remove Bridge_Cinematic_01_Q <gen> from the trigger queue
Fuse01
  Events
    Unit - A unit enters MortarDest01 <gen>
  Conditions
    (Entering unit) Equal to Mortar Team 0003 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Mortar Team 0003 <gen> to Move To (Center of MortarDest02 <gen>)
    Animation - Play the stand animation for all doodads of type YOtf (doodadcode) within Fire01_Area <gen>
    Sound - Play OrcHumanLargeBuildingFire1 <gen> at 90.00% volume, located at (Center of Fire01_Area <gen>) with Z offset 0
Fuse02
  Events
    Unit - A unit enters MortarDest02 <gen>
  Conditions
    (Entering unit) Equal to Mortar Team 0003 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Mortar Team 0003 <gen> to Move To (Center of MortarDest03 <gen>)
    Animation - Play the stand animation for all doodads of type YOtf (doodadcode) within Fire02_Area <gen>
    Sound - Play OrcHumanLargeBuildingFire1 <gen> at 90.00% volume, located at (Center of Fire01_Area <gen>) with Z offset 0
Fuse03
  Events
    Unit - A unit enters MortarDest03 <gen>
  Conditions
    (Entering unit) Equal to Mortar Team 0003 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Mortar Team 0003 <gen> to Move To (Center of MortarDestFinal <gen>)
    Animation - Play the stand animation for all doodads of type YOtf (doodadcode) within Fire03_Area <gen>
    Sound - Play OrcHumanLargeBuildingFire1 <gen> at 90.00% volume, located at (Center of Fire01_Area <gen>) with Z offset 0
Rifleman Panic
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set TempPoint = (Center of Rifleman03Point01 <gen>)
    Unit - Order Rifleman 0012 <gen> to Move To TempPoint
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 1.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Point02 <gen>)
    Unit - Order Rifleman 0012 <gen> to Move To TempPoint
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 1.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Point01 <gen>)
    Unit - Order Rifleman 0012 <gen> to Move To TempPoint
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 1.00 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Point03 <gen>)
    Unit - Order Rifleman 0012 <gen> to Move To TempPoint
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 0.80 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Face01 <gen>)
    Unit - Make Rifleman 0012 <gen> face TempPoint over 0 seconds
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 0.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Face02 <gen>)
    Unit - Make Rifleman 0012 <gen> face TempPoint over 0 seconds
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 0.20 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Face01 <gen>)
    Unit - Make Rifleman 0012 <gen> face TempPoint over 0 seconds
    Custom script: call RemoveLocation( udg_TempPoint )
    Wait 0.10 seconds
    If (MidCinBridgeSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set TempPoint = (Center of Rifleman03Face03 <gen>)
    Unit - Make Rifleman 0012 <gen> face TempPoint over 0 seconds
    Custom script: call RemoveLocation( udg_TempPoint )
Detonate
  Events
    Unit - A unit enters MortarDestFinal <gen>
  Conditions
    (Entering unit) Equal to Mortar Team 0003 <gen>
    MidCinBridgeSkipped Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Bridge_Cinematic_02 <gen> (checking conditions)
Bridge Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set MidCinBridgeSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Bridge_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Quest Update --------
    Wait Campaign quest delay seconds
    Set InCinematic = False
    Trigger - Remove Bridge_Cinematic_01_Q <gen> from the trigger queue
Bridge Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set CameraReturnPoint = (Target of current camera view)
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Winter Sky (Red)
    -------- Save Selection --------
    Set SelectedUnits = (Units currently selected by AP04_Arthas)
    Selection - Clear selection for AP04_Arthas
    Set SelectedUnits2 = (Units currently selected by AP12_Anubarak)
    Selection - Clear selection for AP12_Anubarak
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    -------- Setup Units --------
    Unit Group - Pick every unit in (Units in Bridge_Blowup_Area <gen> owned by AP2_Dwarves) and do (Add (Picked unit) to BridgeBlowupGroup)
    -------- Make vital units destructible --------
    Unit - Make Mortar Team 0003 <gen> Vulnerable
    Unit - Make Rifleman 0015 <gen> Vulnerable
    Unit - Make Rifleman 0012 <gen> Vulnerable
    Unit - Make Rifleman 0034 <gen> Vulnerable
    Unit - Unpause Mortar Team 0003 <gen>
    Unit - Unpause Rifleman 0015 <gen>
    Unit - Unpause Rifleman 0012 <gen>
    Unit - Unpause Rifleman 0034 <gen>
    -------- Setup Doodads --------
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Barrels_Exploding_Area <gen>
    -------- Pause Units --------
    Unit - Pause all units
    Unit Group - Pick every unit in BridgeBlowupGroup and do (Unpause (Picked unit))
    Unit - Pause Mortar Team 0003 <gen>
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Hide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in HiddenUnitsCreep and do (Hide (Picked unit))
    AI - Ignore Rifleman 0034 <gen>'s guard position
    AI - Ignore Rifleman 0015 <gen>'s guard position
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP11_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Music Theme --------
    Sound - Set music volume to 80.00%
    Sound - Play Arthas' Theme, skipping the first 6.00 seconds
    -------- Alliances --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    -------- Disable Abilities --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Turn on triggers --------
Bridge Cleanup
  Events
  Conditions
  Actions
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in HiddenUnitsCreep and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    Unit - Unpause Siege Engine 0090 <gen>
    -------- Move units --------
    Unit - Move Baelgun instantly to (Center of BaelgunFinal <gen>), facing 270.00 degrees
    Unit - Move Rifleman 0015 <gen> instantly to (Center of Rifleman02DestFinal <gen>), facing 180.00 degrees
    Unit - Move Rifleman 0034 <gen> instantly to (Center of Rifleman01DestFinal <gen>), facing 150.00 degrees
    Unit - Move Mortar Team 0003 <gen> instantly to (Center of MortarDestFinal <gen>), facing 270.00 degrees
    Destructible - Pick every destructible in Barrels_Exploding_Area <gen> and do (Kill (Picked destructible))
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire01_Area <gen>
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire02_Area <gen>
    Animation - Play the death animation for all doodads of type YOtf (doodadcode) within Fire03_Area <gen>
    Unit - Kill Rifleman 0012 <gen>
    Destructible - Pick every destructible in ScorchMarkBridgeArea <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked destructible) Not equal to Bridge Destroyed 0342 <gen>
          Then - Actions
            Destructible - Remove (Picked destructible)
          Else - Actions
    Destructible - Resurrect Pathing Blocker (Ground) 0909 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 0910 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 0277 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 1004 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 1001 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 0917 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 1005 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    Destructible - Resurrect Pathing Blocker (Ground) 1008 <gen> with (Max life of Pathing Blocker (Ground) 0909 <gen>) life and Hide birth animation
    -------- Pause Time Of Day --------
    -------- Re-enable XP Gain --------
    If (ExpDisabledForAnuburak Equal to False) then do (Enable experience gain for Anubarak) else do (Do nothing)
    -------- Return Heroes --------
    -------- Restore Selection --------
    Selection - Select SelectedUnits for AP04_Arthas
    Selection - Select SelectedUnits2 for AP12_Anubarak
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    -------- Enable Abilities --------
    Player - Enable Unholy Aura for AP04_Arthas
    -------- Replace Building --------
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Camera - Pan camera for (Picked player) to CameraReturnPoint over 0 seconds
        Camera - Stop swaying/shaking the camera for (Picked player)
    -------- Alliances --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Baelgun Cinematic
  Events
    Unit - A unit enters Elevators_Final <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Baelgun_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Baelgun Cinematic Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 0.25 seconds
    Trigger - Run Baelgun_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Baelgun_01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Baelgun_02 for (Picked player) over 6.00 seconds
    -------- Units --------
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Baelgun_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Baelgun named Baelgun: Play L07ABaelgun46 <gen> and display I remember you, evil prince. You're the one that killed poor Muradin!. Modify duration: Add 0 seconds and Wait
    Wait for L07ABaelgun46 <gen> to be 0 seconds from finished playing
    If (MidCinBaelgunSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas47 <gen> and display Get over it already.. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas47 <gen> to be 0 seconds from finished playing
    If (MidCinBaelgunSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Baelgun named Baelgun: Play L07ABaelgun48 <gen> and display I won't let ye through this door, traitor. The recent quakes have awakened dark things under the ice... ancient, horrid things. We've vowed to keep them locked where they are.. Modify duration: Add 0 seconds and Wait
    Wait for L07ABaelgun48 <gen> to be 0 seconds from finished playing
    If (MidCinBaelgunSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas49 <gen> and display We'll take our chances, dwarf. We're going through that door one way or another.. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas49 <gen> to be 0 seconds from finished playing
    If (MidCinBaelgunSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Baelgun_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Baelgun_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Quest update --------
    Wait Campaign quest delay seconds
    Set InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Baelgun Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set MidCinBaelgunSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Baelgun_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Quest Update --------
    Wait Campaign quest delay seconds
    Set InCinematic = False
    Trigger - Remove Baelgun_Cinematic_Q <gen> from the trigger queue
Baelgun Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set CameraReturnPoint = (Target of current camera view)
    Set ArthasReturnSpot = (Position of Arthas)
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Winter Sky (Red)
    -------- Save Selection --------
    Set SelectedUnits = (Units currently selected by AP04_Arthas)
    Selection - Clear selection for AP04_Arthas
    Set SelectedUnits2 = (Units currently selected by AP12_Anubarak)
    Selection - Clear selection for AP12_Anubarak
    -------- Revive Hero --------
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    -------- Setup Units --------
    Unit - Move Baelgun instantly to (Center of BaelgunFinal <gen>), facing (Center of FacingBaelgun <gen>)
    Unit - Move Arthas instantly to (Center of BaelgunArthasPosition <gen>), facing (Position of Baelgun)
    Unit Group - Pick every unit in BaelgunGroup and do (Actions)
      Loop - Actions
        Set TempPoint = (Center of BaelgunArthasPosition <gen>)
        Unit - Make (Picked unit) face TempPoint over 0 seconds
        Custom script: call RemoveLocation( udg_TempPoint )
    -------- Setup Doodads --------
    -------- Disable Abilities --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP11_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Music Theme --------
    Sound - Play Arthas' Theme, skipping the first 42.50 seconds
    -------- Alliances --------
    Player - Make AP11_SharedPlayer treat AP2_Dwarves as an Ally
    Player - Make AP2_Dwarves treat AP11_SharedPlayer as an Ally
    -------- Turn on triggers --------
Baelgun Cleanup
  Events
  Conditions
  Actions
    -------- Lock Boss Gate --------
    Destructible - Close Dungeon Gate 0319 <gen>
    Destructible - Make Dungeon Gate 0319 <gen> Invulnerable
    Sound - Play DoorOpenSound at 100% volume, located at (Position of Dungeon Gate 0319 <gen>) with Z offset 0
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in HiddenUnitsCreep and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    -------- Move units --------
    Unit - Move Arthas instantly to (Center of BaelgunArthasPosition <gen>), facing (Center of BaelgunFinal <gen>)
    Unit - Move Anubarak instantly to (Center of BaelgunAnubarakPosition <gen>), facing (Center of BaelgunFinal <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ghoul 0039 <gen> is alive) Equal to True
      Then - Actions
        Unit - Move Ghoul 0039 <gen> instantly to (Center of BaelgunGhoul01Position <gen>), facing (Center of BaelgunFinal <gen>)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ghoul 0040 <gen> is alive) Equal to True
      Then - Actions
        Unit - Move Ghoul 0040 <gen> instantly to (Center of BaelgunGhoul02Position <gen>), facing (Center of BaelgunFinal <gen>)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt Fiend 0007 <gen> is alive) Equal to True
      Then - Actions
        Unit - Move Crypt Fiend 0007 <gen> instantly to (Center of BaelgunCryptFiend01Position <gen>), facing (Center of BaelgunFinal <gen>)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Crypt Fiend 0017 <gen> is alive) Equal to True
      Then - Actions
        Unit - Move Crypt Fiend 0017 <gen> instantly to (Center of BaelgunCryptFiend02Position <gen>), facing (Center of BaelgunFinal <gen>)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Meat Wagon 0027 <gen> is alive) Equal to True
      Then - Actions
        Unit - Move Meat Wagon 0027 <gen> instantly to (Center of BaelgunMeatWagonPosition <gen>), facing (Center of BaelgunFinal <gen>)
      Else - Actions
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units owned by AP04_Arthas matching (((Matching unit) is Summoned) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of PlayerSummonedUnitsMove01 <gen>)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak matching (((Matching unit) is Summoned) Equal to True)) and do (Actions)
      Loop - Actions
        Unit - Move (Picked unit) instantly to (Center of PlayerSummonedUnitsMove02 <gen>)
    -------- Pause Time Of Day --------
    -------- Re-enable XP Gain --------
    If (ExpDisabledForAnuburak Equal to False) then do (Enable experience gain for Anubarak) else do (Do nothing)
    -------- Return Heroes --------
    -------- Enable Abilities --------
    Player - Enable Unholy Aura for AP04_Arthas
    -------- Restore Selection --------
    Selection - Select SelectedUnits for AP04_Arthas
    Selection - Select SelectedUnits2 for AP12_Anubarak
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Replace Building --------
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Camera - Pan camera for (Picked player) to (Center of EndBossCameraPoint <gen>) over 0 seconds
    -------- Alliances --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    -------- Kill Units --------
    -------- Attack move --------
    -------- Quest update --------
    Trigger - Add Kingdom_Quest_Update_01_Q <gen> to the trigger queue (Checking conditions)
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set InCinematic = True
    -------- Quest update --------
    Trigger - Run Quest_The_Old_Kingdom_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 0.25 seconds
    Trigger - Run SaveCodeEtc <gen> (checking conditions)
    Trigger - Run Victory_Setup <gen> (checking conditions)
    Wait 2.00 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Victory01 for (Picked player) over 12.00 seconds
        Camera - Apply gg_cam_Victory02 for (Picked player) over 12.00 seconds
    Unit - Order Arthas to Move To (Center of VictoryArthas02 <gen>)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Unit - Order FakeAnubarak to Move To (Center of VictoryAnub02 <gen>)
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Victory_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas50 <gen> and display The air smells awful in here. Something doesn't feel right.. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas50 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from FakeAnubarak named Anub'arak: Play L07AAnubarak51 <gen> and display If the dwarf's story was true, there's no telling what awaits us in the darkness.. Modify duration: Add 0 seconds and Wait
    Wait for L07AAnubarak51 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from FakeAnubarak named Anub'arak: Play L07AAnubarak52 <gen> and display This stairwell leads into the heart of the old nerubian empire. We must be cautious.. Modify duration: Add 0 seconds and Wait
    Wait for L07AAnubarak52 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Arthas's Head to face Anubarak, offset by (0, 0, 90)
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas53 <gen> and display By all means. You first.. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas53 <gen> to be 0 seconds from finished playing
    Unit - Order FakeAnubarak to Move To (Center of VictoryAnub03 <gen>)
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Victory_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Remove FakeAnubarak from the game
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Victory Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VictorySkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Remove FakeAnubarak from the game
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Victory Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    Environment - Set fog to style 0 (fogstyle), z-start 600.00, z-end 3500.00, density 500.00 and color (15.00%, 50.00%, 75.00%)
    -------- Clear Selection --------
    Set SelectedUnits = (Units currently selected by AP04_Arthas)
    Selection - Clear selection for AP04_Arthas
    Set SelectedUnits2 = (Units currently selected by AP12_Anubarak)
    Selection - Clear selection for AP12_Anubarak
    -------- Move Anubarak along with his flys --------
    Unit Group - Pick every unit in (Units of type Locust) and do (Remove (Picked unit) from the game)
    Unit - Move Anubarak instantly to (Center of Revealer_Bridge_Area <gen>), facing Default building facing degrees
    Player - Change color of AP5_FakeAnubarak to (Color of AP12_Anubarak), Changing color of existing units
    Unit - Create 1 Crypt Lord for AP5_FakeAnubarak at (Center of VictoryAnub01 <gen>) facing 90.00 degrees
    Set FakeAnubarak = (Last created unit)
    Hero - Learn skill for FakeAnubarak: Undead Crypt Lord - Spiked Carapace
    -------- Move Heroes --------
    Unit - Move Arthas instantly to (Center of VictoryArthas01 <gen>), facing 90.00 degrees
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    Unit - Unpause Arthas
    Unit - Unpause FakeAnubarak
    -------- Remove Blockers --------
    Destructible - Pick every destructible in SightBlockersVictory01 <gen> and do (Remove (Picked destructible))
    Destructible - Pick every destructible in SightBlockersVictory02 <gen> and do (Remove (Picked destructible))
    -------- Hide Units --------
    Set HiddenUnits = (Units owned by AP11_SharedPlayer matching (((Matching unit) is hidden) Equal to False))
    Unit Group - Add all units of (Units owned by AP2_Dwarves) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP3_Nerubian) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP7_DwarvesNeutral) to HiddenUnits
    Unit Group - Remove Arthas from HiddenUnits
    Unit Group - Remove FakeAnubarak from HiddenUnits
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP11_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Disable Abilities --------
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Player - Disable Shadow Meld for (Picked player)
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Music Theme --------
    Sound - Play Dark Victory
Voiceover Dead End
  Events
    Unit - A unit enters Voiceover_Dead_End_Init <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Dead_End_Q <gen> to the trigger queue (Checking conditions)
Voiceover Dead End Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of Voiceover_Dead_End_Init <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas29 <gen> and display This place looks like an old storage silo. It's a dead end, Anub'arak.. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas29 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Anubarak is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak30 <gen> and display There must be a hidden passage somewhere. We nerubians were crafty engineers in our time.. Modify duration: Add 0 seconds and Wait
        Wait for L07AAnubarak30 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Blast Em
  Events
    Unit - A unit enters BlastEmArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Blast_Em_Q <gen> to the trigger queue (Checking conditions)
Voiceover Blast Em Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of BlastEmArea <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Rifleman 0058 <gen> named Rifleman: Play L07ARifleman15 <gen> and display It's them--blast 'em.. Modify duration: Add 0 seconds and Wait
    Wait for L07ARifleman15 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Pint for Ghoul
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Pint_for_Ghoul_Q <gen> to the trigger queue (Checking conditions)
Voiceover Pint for Ghoul Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rifleman 0042 <gen> is alive) Equal to True
      Then - Actions
        Player Group - Pick every player in APG1_Player and do (Actions)
          Loop - Actions
            Camera - Set a spacebar-point for (Picked player) at (Center of Pint_for_Ghoul_Area <gen>)
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Rifleman 0042 <gen> named Rifleman: Play L07ARifleman16 <gen> and display A pint for every ghoul ye blast!. Modify duration: Add 0 seconds and Wait
        Wait for L07ARifleman16 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Kill em twice A
  Events
    Unit - A unit owned by Player 1 (Red) Is attacked
    Unit - A unit owned by Player 4 (Purple) Is attacked
    Unit - A unit owned by Player 12 (Brown) Is attacked
  Conditions
    (Attacking unit) Equal to Rifleman 0070 <gen>
  Actions
    Trigger - Turn off Voiceover_Kill_em_twice_A <gen>
    Trigger - Turn off Voiceover_Kill_em_twice_B <gen>
    Trigger - Add Voiceover_Kill_em_twice_Q <gen> to the trigger queue (Checking conditions)
Voiceover Kill em twice B
  Events
    Unit - A unit owned by Player 2 (Blue) Is attacked
  Conditions
    (Attacked unit) Equal to Rifleman 0070 <gen>
  Actions
    Trigger - Turn off Voiceover_Kill_em_twice_A <gen>
    Trigger - Turn off Voiceover_Kill_em_twice_B <gen>
    Trigger - Add Voiceover_Kill_em_twice_Q <gen> to the trigger queue (Checking conditions)
Voiceover Kill em twice Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rifleman 0070 <gen> is alive) Equal to True
      Then - Actions
        Player Group - Pick every player in APG1_Player and do (Actions)
          Loop - Actions
            Camera - Set a spacebar-point for (Picked player) at (Center of Kill_em_twice_dialogue <gen>)
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Rifleman 0043 <gen> named Dwarf: Play L07AAxeman21 <gen> and display Kill 'em all twice, that's what I say!. Modify duration: Add 0 seconds and Wait
        Wait for L07AAxeman21 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover This is for Muradin
  Events
    Unit - A unit enters This_is_for_Muridan_Voiceover <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_This_is_for_Muradin_Q <gen> to the trigger queue (Checking conditions)
Voiceover This is for Muradin Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rifleman 0066 <gen> is alive) Equal to True
      Then - Actions
        Player Group - Pick every player in APG1_Player and do (Actions)
          Loop - Actions
            Camera - Set a spacebar-point for (Picked player) at (Center of This_is_for_Muridan_Voiceover <gen>)
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Rifleman 0066 <gen> named Dwarf: Play L07AAxeman18 <gen> and display This is for Muradin, ye bastards!. Modify duration: Add 0 seconds and Wait
        Wait for L07AAxeman18 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Khaz Modan
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Khaz_Modan_Q <gen> to the trigger queue (Checking conditions)
Voiceover Khaz Modan Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of Pint_for_Ghoul_Area <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Rifleman 0037 <gen> named Dwarf: Play L07AAxeman19 <gen> and display For Khaz Modan!. Modify duration: Add 0 seconds and Wait
    Wait for L07AAxeman19 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Nerubian
  Events
  Conditions
    VoiceoverNerubianOff Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Nerubian_Q <gen> to the trigger queue (Checking conditions)
    Set VoiceoverNerubianOff = True
Voiceover Nerubian Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of Nerubian_Group01_Area <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas22 <gen> and display These nerubians are your kin. Why are they hostile to us?. Modify duration: Add 0 seconds and Wait
    Wait for L07AArthas22 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Anubarak is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak23 <gen> and display Many of us who fell during the War of the Spider were brought back to serve the Lich King. These warriors, however, never died. Foolishly, they still fight to liberate Nerub from the Scourge.. Modify duration: Add 0 seconds and Wait
        Wait for L07AAnubarak23 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Hoarding Cell
  Events
    Unit - A unit enters VoiceoverHoardingCell <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Hoarding_Cell_Q <gen> to the trigger queue (Checking conditions)
Voiceover Hoarding Cell Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverHoardingCell <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak36 <gen> and display This is an ancient nerubian hoarding cell. We kept most of our treasures hidden in chambers like this. The passage to the lower depths lies just beyond this room.. Modify duration: Add 0 seconds and Wait
    Wait for L07AAnubarak36 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Arthas is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07AArthas37 <gen> and display Great. As long as we're here, we can take some of these items with us.. Modify duration: Add 0 seconds and Wait
        Wait for L07AArthas37 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Damned Undead
  Events
    Unit - A unit enters VoiceoverDwarvesArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Damned_Undead_Q <gen> to the trigger queue (Checking conditions)
Voiceover Damned Undead Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverDwarvesArea <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Rifleman 0045 <gen> named Rifleman: Play L07ARifleman14 <gen> and display Damned undead! Slay 'em all!. Modify duration: Add 0 seconds and Wait
    Wait for L07ARifleman14 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Slither Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverDwarvesArea <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Rifleman 0050 <gen> named Rifleman: Play L07ARifleman17 <gen> and display Shoot anything that shuffles or skitters!. Modify duration: Add 0 seconds and Wait
    Wait for L07ARifleman17 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Dont even try it
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Dont_even_try_it_Q <gen> to the trigger queue (Checking conditions)
Voiceover Dont even try it Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverSpacebarPoint <gen>)
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rifleman 0043 <gen> is alive) Equal to True
      Then - Actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Rifleman 0043 <gen> named Rifleman: Play L07AAxeman38 <gen> and display Don't even try it, ye bastard! That there treasure belongs to the dwarves!. Modify duration: Add 0 seconds and Wait
    Wait for L07AAxeman38 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Anubarak is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07AAnubarak39 <gen> and display This treasure belongs to the Lich King, little creature! We, his servants, shall take what we will.. Modify duration: Add 0 seconds and Wait
        Wait for L07AAnubarak39 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Quake Event
  Events
  Conditions
  Actions
    Trigger - Run Quake_Shake <gen> (checking conditions)
Quake Shake
  Events
  Conditions
  Actions
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Sway the camera source for (Picked player) with magnitude (20.00 x (Random real number between 0.60 and 1.40)) and velocity (1000.00 x (Random real number between 0.60 and 1.40))
    Sound - Play EarthquakeLoop1 <gen> at 100.00% volume, located at (Position of Bridge Destroyed 0342 <gen>) with Z offset 0
    Wait (2.00 x (Random real number between 0.75 and 1.25)) seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player)
Setup Gate01
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Make Iron Gate 0225 <gen> Invulnerable
Setup Gate Nerubian
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Make Rolling Stone Door 0426 <gen> Invulnerable
Setup Gate Treasure Chamber 01
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Make Rolling Stone Door 0833 <gen> Invulnerable
Setup Gate Treasure Chamber 02
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Make Rolling Stone Door 0228 <gen> Invulnerable
Elevator Room01Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Close North wall of Elevator 0521 <gen>
    Destructible - Close South wall of Elevator 0346 <gen>
    Destructible - Pick every destructible in Elevator01 <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Open West wall of (Picked destructible)
            Destructible - Open East wall of (Picked destructible)
            Destructible - Set height of (Picked destructible) to 2
          Else - Actions
Elevator Room02 Bridge Setup
  Events
    Time - Elapsed game time is 0.20 seconds
  Conditions
  Actions
    Destructible - Pick every destructible in ElevatorBridgeArea <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Close West wall of (Picked destructible)
            Destructible - Close East wall of (Picked destructible)
            Destructible - Close South wall of (Picked destructible)
            Destructible - Close North wall of (Picked destructible)
            Destructible - Set height of (Picked destructible) to 1
          Else - Actions
Elevator Room04 Spike Trap Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Close North wall of Elevator 0398 <gen>
    Destructible - Close South wall of Elevator 0398 <gen>
    Destructible - Close West wall of Elevator 0398 <gen>
    Destructible - Close East wall of Elevator 0398 <gen>
    Destructible - Pick every destructible in SpikeAreaElevator <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Set height of (Picked destructible) to 3
          Else - Actions
Elevator Room04 Vault Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Close All walls of Elevator 0500 <gen>
    Destructible - Pick every destructible in Elevator_Treasure <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Set height of (Picked destructible) to 2
          Else - Actions
Elevator Chasm Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Close All walls of Elevator 0795 <gen>
    Destructible - Close All walls of Elevator 0420 <gen>
    Destructible - Close All walls of Elevator 0358 <gen>
    Destructible - Pick every destructible in Chasm_Area <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Set height of (Picked destructible) to 1
          Else - Actions
Elevator Water Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Elevator_Water_Area <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Close All walls of (Picked destructible)
            Destructible - Set height of (Picked destructible) to 1
          Else - Actions
Elevator Waterfall Setup
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in ElevatorWaterfallArea <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Close All walls of (Picked destructible)
            Destructible - Set height of (Picked destructible) to 3
          Else - Actions
Bridge Elevator Activate
  Events
    Destructible - Lever 0082 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in ElevatorBridgeArea <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Open West wall of (Picked destructible)
            Destructible - Open East wall of (Picked destructible)
            Destructible - Open South wall of (Picked destructible)
            Destructible - Set height of (Picked destructible) to 2
            Sound - Play Elevator <gen> at 100% volume, located at (Center of ElevatorBridgeSound <gen>) with Z offset 0
          Else - Actions
Treasure Chamber Rolling Door
  Events
    Destructible - Lever 0045 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Rolling Stone Door 0833 <gen>
    Sound - Play Elevator <gen> at 100% volume, located at (Center of Door_Hidden <gen>) with Z offset 0
    Destructible - Pick every destructible in Door_Hidden <gen> and do (Kill (Picked destructible))
Treasure Chamber Deactivate Spike Trap
  Events
    Destructible - Lever 0484 <gen> dies
  Conditions
  Actions
    Trigger - Turn on Spike_Trap_Plate_Deactivated <gen>
    Trigger - Turn off Room04_Spike_Trap_Plate <gen>
    Trigger - Add Spike_Trap_Message_Q <gen> to the trigger queue (Checking conditions)
Treasure Chamber Vault Spider Attack
  Events
    Destructible - Lever 0075 <gen> dies
  Conditions
  Actions
    Trigger - Run Elevator_Spider_Attack <gen> (checking conditions)
Chasm Lever Activate
  Events
    Destructible - Lever 0227 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility across Chasm_Area <gen>
    Set VisibilityChasm = (Last created visibility modifier)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of Chasm_Area <gen>) over 1.00 seconds
    Destructible - Pick every destructible in Chasm_Area <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Open All walls of Elevator 0795 <gen>
            Destructible - Open East wall of Elevator 0795 <gen>
            Destructible - Open South wall of Elevator 0795 <gen>
            Destructible - Open All walls of Elevator 0420 <gen>
            Destructible - Open East wall of Elevator 0420 <gen>
            Destructible - Open South wall of Elevator 0420 <gen>
            Destructible - Open All walls of Elevator 0358 <gen>
            Destructible - Open East wall of Elevator 0358 <gen>
            Destructible - Open South wall of Elevator 0358 <gen>
            Destructible - Set height of (Picked destructible) to 2
            Sound - Play Elevator <gen> at 100% volume, located at (Center of Chasm_Area <gen>) with Z offset 0
          Else - Actions
    Destructible - Open West wall of Elevator 0795 <gen>
    Wait 3.00 seconds
    Visibility - Destroy VisibilityChasm
Water Area Lever Activate
  Events
    Destructible - Lever 0790 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Elevator_Water_Area <gen> 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 DTrx (destructablecode)
          Then - Actions
            Destructible - Set height of (Picked destructible) to 2
            Sound - Play Elevator <gen> at 100% volume, located at (Center of ElevatorWaterAreaSound <gen>) with Z offset 0
            Destructible - Open North wall of
            Destructible - Open North wall of
            Destructible - Open North wall of
            Destructible - Open North wall of Elevator 0331 <gen>
            Destructible - Open North wall of Elevator 0544 <gen>
            Destructible - Open North wall of Elevator 0546 <gen>
            Destructible - Open North wall of Elevator 0318 <gen>
            Destructible - Open South wall of
            Destructible - Open South wall of
            Destructible - Open South wall of
            Destructible - Open South wall of
            Destructible - Open South wall of Elevator 0331 <gen>
            Destructible - Open South wall of Elevator 0544 <gen>
            Destructible - Open South wall of Elevator 0318 <gen>
            Destructible - Open East wall of Elevator 0544 <gen>
            Destructible - Open East wall of
            Destructible - Open East wall of
            Destructible - Open East wall of
            Destructible - Open East wall of Elevator 0331 <gen>
            Destructible - Open East wall of Elevator 0544 <gen>
            Destructible - Open East wall of Elevator 0318 <gen>
            Destructible - Open East wall of
            Destructible - Open East wall of Elevator 0546 <gen>
            Destructible - Open West wall of
            Destructible - Open West wall of Elevator 0331 <gen>
            Destructible - Open West wall of Elevator 0544 <gen>
            Destructible - Open West wall of Elevator 0546 <gen>
            Destructible - Open West wall of Elevator 0795 <gen>
            Destructible - Open West wall of
            Destructible - Open West wall of
          Else - Actions
Waterfall Area Lever Activate
  Events
    Destructible - Lever 0793 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Dungeon Gate 0100 <gen>
    Sound - Play LargeCityGateOpen1 <gen> at 100% volume, located at (Center of WaterfallGateSound <gen>) with Z offset 0
Room01 Fountain Plate
  Events
    Unit - A unit enters PlateFountain <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    -------- Activate Plate --------
    Destructible - Kill Foot Switch 0050 <gen>
    Sound - Play Switch <gen> at 100% volume, located at (Center of FountainPlateSound <gen>) with Z offset 0
    Wait 0.80 seconds
    -------- Plate Effect --------
    Destructible - Set height of FountainElevator to 2
    Destructible - Open Iron Gate 0225 <gen>
    Sound - Play LargeCityGateOpen1 <gen> at 100% volume, located at (Center of IronGateSound <gen>) with Z offset 0
Room04 Spike Trap Plate
  Events
    Unit - A unit enters SpikePlateSpot <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    (Unit-type of (Entering unit)) Not equal to Locust
    SpikeNotReady Equal to False
  Actions
    Set SpikeNotReady = True
    -------- Activate Plate --------
    Destructible - Kill Foot Switch 0097 <gen>
    Sound - Play Switch <gen> at 100% volume, located at (Position of Foot Switch 0097 <gen>) with Z offset 0
    Wait 0.80 seconds
    -------- Plate Effect --------
    Destructible - Pick every destructible in SpikeArea <gen> 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 DTsp (destructablecode)
          Then - Actions
            Destructible - Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation
          Else - Actions
    Set UnitsSpiked = 0
    Unit Group - Pick every unit in (Units in SpikeArea <gen>) and do (Actions)
      Loop - Actions
        Set UnitsSpiked = (UnitsSpiked + 1)
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00)
        Floating Text - Create floating text that reads 200! above (Picked unit) with Z offset 0, using font size 10, color (100%, 0.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 32.00 towards 90.00 degrees
        Set DamageTextArray[UnitsSpiked] = (Last created floating text)
        Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Undead\UndeadBlood\UndeadBloodGhoul.mdl
        Set BloodArray[UnitsSpiked] = (Last created special effect)
        Sound - Play MetalHeavySliceMetal1 <gen> at 100% volume, located at (Position of Foot Switch 0097 <gen>) with Z offset 0
    Wait 1.00 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 10.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 20.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 30.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 40.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 50.00% transparency
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 60.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 70.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 80.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 90.00% transparency
    Wait 0.10 seconds
    For each (Integer B) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Change the color of DamageTextArray[(Integer B)] to (100%, 0.00%, 0.00%) with 100.00% transparency
    Wait 0.10 seconds
    For each (Integer A) from 1 to UnitsSpiked, do (Actions)
      Loop - Actions
        Floating Text - Destroy DamageTextArray[(Integer A)]
        Special Effect - Destroy BloodArray[(Integer A)]
    Sound - Play MetalHeavySliceMetal3 <gen> at 100% volume, located at (Position of Foot Switch 0097 <gen>) with Z offset 0
    Destructible - Pick every destructible in SpikeArea <gen> 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 DTsp (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 3.00 seconds
    Destructible - Resurrect Foot Switch 0097 <gen> with (Max life of Foot Switch 0097 <gen>) life and Hide birth animation
    Set SpikeNotReady = False
Spike Trap Plate Deactivated
  Events
    Unit - A unit enters SpikePlateSpot <gen>
  Conditions
    GameOver Equal to False
    (Unit-type of (Entering unit)) Not equal to Locust
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
  Actions
    Trigger - Turn off (This trigger)
    -------- Activate Plate --------
    Destructible - Kill Foot Switch 0097 <gen>
    Sound - Play Switch <gen> at 100% volume, located at (Position of Foot Switch 0097 <gen>) with Z offset 0
    Wait 0.80 seconds
    -------- Plate Effect --------
    Destructible - Set height of Elevator 0398 <gen> to 1
    Destructible - Open North wall of Elevator 0398 <gen>
    Destructible - Open South wall of Elevator 0398 <gen>
    Destructible - Open West wall of Elevator 0398 <gen>
    Sound - Play Elevator <gen> at 100% volume, located at (Center of SpikeAreaElevator <gen>) with Z offset 0
Barrel Intro
  Events
    Destructible - A destructible within BarrelIntroKillArea <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.20 seconds
    Destructible - Pick every destructible in BarrelIntroKillArea <gen> and do (Kill (Picked destructible))
    Wait 0.30 seconds
    Unit Group - Pick every unit in (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
Barrel 01 Big Room
  Events
    Destructible - A destructible within BarrelsExplodingA <gen> dies
    Destructible - A destructible within BarrelsExplodingB <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Trigger - Run Barrel_Big_Room_Reveal <gen> (checking conditions)
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrel Big Room Reveal
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Remaining time for BarrelRevealTimer) Less than or equal to 0.00
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility across BarrelExplodingRoomArea <gen>
        Set BarrelRevealVM = (Last created visibility modifier)
      Else - Actions
    Countdown Timer - Start BarrelRevealTimer as a One-shot timer that will expire in 4.00 seconds
Barrel Big Room Unreveal
  Events
    Time - BarrelRevealTimer expires
  Conditions
  Actions
    Visibility - Destroy BarrelRevealVM
Barrel 02 Chasm
  Events
    Destructible - A destructible within BarrelExploding02 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrel 03
  Events
    Destructible - A destructible within BarrelExploding03 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrel 04
  Events
    Destructible - A destructible within BarrelExploding04 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrel 05
  Events
    Destructible - A destructible within BarrelExploding05 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrel 06
  Events
    Destructible - A destructible within Last_Gate_Guards <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 0.30 seconds
    Set TempUnitGroup = (Units within 128.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 128.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.50 seconds
    Set TempUnitGroup = (Units within 256.00 of (Position of (Dying destructible)) matching ((((Matching unit) belongs to an enemy of AP11_SharedPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Destructible - Pick every destructible within 256.00 of (Position of (Dying destructible)) and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Rock to Opening Room Lever
  Events
    Destructible - Rock Chunks 0796 <gen> dies
  Conditions
    RockEntranceTurnOff Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Elevator01Close <gen> (ignoring conditions)
Rock to Bridge Item
  Events
    Destructible - Rock Chunks 0348 <gen> dies
  Conditions
  Actions
    Destructible - Show Lever 0082 <gen>
    Destructible - Make Lever 0082 <gen> Vulnerable
Rock to Nerubians
  Events
    Destructible - A destructible within Rock_Slide_Area <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    Destructible - Pick every destructible in Rock_Slide_Area <gen> and do (Kill (Picked destructible))
Rock Exiting Nerubians
  Events
    Destructible - A destructible within NerubianRocksArea <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in NerubianRocksArea <gen> and do (Kill (Picked destructible))
Rock to Treasure Chamber Setup
  Events
    Time - Elapsed game time is 0.20 seconds
  Conditions
  Actions
    Destructible - Make Lever 0045 <gen> Invulnerable
Rock to Treasure Chamber
  Events
    Destructible - A destructible within Door_Hidden <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Door_Hidden <gen> 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 DTrc (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 0.10 seconds
    Destructible - Make Lever 0045 <gen> Vulnerable
RevealerStartRoom01
  Events
    Unit - A unit enters VisibilityActivated <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility across VisibilityRoom01 <gen>
    Set VisibilityRoom01 = (Last created visibility modifier)
    Visibility - Destroy VisibilityInitial
RevealerGroupAddRoom01
  Events
    Unit - A unit enters VisibilityActivated <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to Room01RevealerGroup
    Trigger - Run RevealerCheckRoom01 <gen> (checking conditions)
RevealerGroupSubtractRoom01
  Events
    Unit - A unit leaves VisibilityActivated <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP11_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
        (Owner of (Leaving unit)) Equal to AP04_Arthas
    (Unit-type of (Leaving unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from Room01RevealerGroup
    Trigger - Run RevealerCheckRoom01 <gen> (checking conditions)
RevealerCheckRoom01
  Events
  Conditions
  Actions
    If ((Number of units in Room01RevealerGroup) Greater than or equal to 1) then do (Enable VisibilityRoom01) else do (Disable VisibilityRoom01)
RevealerRoom01Safety
  Events
    Unit - A unit owned by Player 1 (Red) Dies
    Unit - A unit owned by Player 4 (Purple) Dies
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    ((Dying unit) is in Room01RevealerGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from Room01RevealerGroup
    Trigger - Run RevealerCheckRoom01 <gen> (checking conditions)
RockwallVisionStartArea
  Events
    Unit - A unit enters VisibilityTripwireRockBarrel <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility from PointVisibilityAreaRockBarrels to a radius of 500.00
    Set RockWallVisibility = (Last created visibility modifier)
RockwallGroupAddArea
  Events
    Unit - A unit enters VisibilityTripwireRockBarrel <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to RockAreaRevealerGroup
    Trigger - Run RockwallCheckArea <gen> (checking conditions)
RockwallGroupSubtractArea
  Events
    Unit - A unit leaves VisibilityTripwireRockBarrel <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP11_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
        (Owner of (Leaving unit)) Equal to AP04_Arthas
    (Unit-type of (Leaving unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from RockAreaRevealerGroup
    Trigger - Run RockwallCheckArea <gen> (checking conditions)
RockwallCheckArea
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in RockAreaRevealerGroup) Greater than or equal to 1
      Then - Actions
        Visibility - Enable RockWallVisibility
      Else - Actions
        Visibility - Disable RockWallVisibility
RockwallAreaSafety
  Events
    Unit - A unit owned by Player 1 (Red) Dies
    Unit - A unit owned by Player 4 (Purple) Dies
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    ((Dying unit) is in RockAreaRevealerGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from RockAreaRevealerGroup
    Trigger - Run RockwallCheckArea <gen> (checking conditions)
Rockwall Vision On
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    GameOver Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in VisibilityTripwireRockBarrel <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to AP11_SharedPlayer)))) Greater than 0
      Then - Actions
      Else - Actions
    Visibility - Create an initially Enabled visibility modifier for AP11_SharedPlayer emitting Visibility from PointVisibilityAreaRockBarrels to a radius of 512.00
    Set RockWallVisibility = (Last created visibility modifier)
Rockwall Vision Off
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    GameOver Equal to False
    RampartLedge1VMExists Equal to True
    (Number of units in (Units in VisibilityTripwireRockBarrel <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to AP11_SharedPlayer)))) Equal to 0
  Actions
    Set RampartLedge1VMExists = False
    Visibility - Destroy RockWallVisibility
RevealerStartBridgeArea
  Events
    Unit - A unit enters VisibilityBridgeArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityBridgeCenter <gen>) to a radius of 1200.00
    Set VisibilityBridge = (Last created visibility modifier)
RevealerGroupAddBridgeArea
  Events
    Unit - A unit enters VisibilityBridgeArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP11_SharedPlayer
        (Owner of (Entering unit)) Equal to AP12_Anubarak
        (Owner of (Entering unit)) Equal to AP04_Arthas
    ((Entering unit) is alive) Equal to True
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to BridgeRevealerGroup
    Trigger - Run RevealerCheckBridgeArea <gen> (checking conditions)
RevealerGroupSubtractBridgeArea
  Events
    Unit - A unit leaves VisibilityBridgeArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP11_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
        (Owner of (Leaving unit)) Equal to AP04_Arthas
    (Unit-type of (Leaving unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from BridgeRevealerGroup
    Trigger - Run RevealerCheckBridgeArea <gen> (checking conditions)