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Triggers
Shrine_of_Ultimate_Power-Ashenvale.w3x
Variables
Initialization
Untitled Trigger 003
Melee Initialization
Untitled Trigger 001
Untitled Trigger 004
Circle of Power control
SE Circle of power
SW Circle of power
NW Circle of power
NE Circle of power
SE Siege Ancient Dies
SW Siege Ancient Dies
NW Siege Ancient Dies
NE Siege Ancient Dies
SOUP Ownership 1
Intro
Intro Camera player 1
Intro Camera 2 Player 1
Intro Camera player 2
Intro Camera 2 Player 2
Intro Camera player 3
Intro Camera 2 Player 3
Intro Camera player 4
Intro Camera 2 Player 4
Intro Camera player 5
Intro Camera 2 Player 5
Intro Camera player 6
Intro Camera 2 Player 6
Intro Camera player 7
Intro Camera 2 Player 7
Intro Camera player 8
Intro Camera 2 Player 8
Untitled Trigger 002
Forrest Ability
Forrest generation
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Untitled Trigger 003
Events
Conditions
Actions
Player - Add 10 to (Owner of Shrine Of Ultimate Power 0008 <gen>) . Current lumber
Wait 8.00 seconds
Trigger - Run (This trigger) (ignoring conditions)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Destructible - Make Leafy 0002 <gen> Invulnerable
Destructible - Make Leafy 0003 <gen> Invulnerable
Destructible - Make Leafy 0004 <gen> Invulnerable
Unit - Change color of Shrine of Ultimate Power _ 0043 <gen> to (Color of Player 10 (Light Blue))
Player - Make Neutral Hostile treat Neutral Passive as an Ally
Player - Make Neutral Passive treat Neutral Hostile as an Ally
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility from (Position of Circle of Power 0034 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility from (Position of Circle of Power 0035 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility from (Position of Circle of Power 0036 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility from (Position of Circle of Power 0037 <gen>) to a radius of 512 .
Untitled Trigger 004
Events
Unit - Shrine of Ultimate Power _ 0043 <gen> Is selected
Conditions
Actions
Selection - Select Shrine Of Ultimate Power 0008 <gen>
SE Circle of power
Events
Unit - A unit comes within 80.00 of Circle of Power 0035 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Change ownership of Circle of Power 0035 <gen> to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units in SE_Siege_Ancient <gen> matching ((Unit-type of (Matching unit)) Equal to Siege Ancient)) and do (Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color)
Trigger - Turn off (This trigger)
SW Circle of power
Events
Unit - A unit comes within 80.00 of Circle of Power 0036 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Change ownership of Circle of Power 0036 <gen> to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units in SW_Siege_Ancient <gen> matching ((Unit-type of (Matching unit)) Equal to Siege Ancient)) and do (Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color)
Trigger - Turn off (This trigger)
NW Circle of power
Events
Unit - A unit comes within 80.00 of Circle of Power 0037 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Change ownership of Circle of Power 0037 <gen> to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units in NW_Siege_Ancient <gen> matching ((Unit-type of (Matching unit)) Equal to Siege Ancient)) and do (Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color)
Trigger - Turn off (This trigger)
NE Circle of power
Events
Unit - A unit comes within 80.00 of Circle of Power 0034 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Change ownership of Circle of Power 0034 <gen> to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units in NE_Siege_Ancient <gen> matching ((Unit-type of (Matching unit)) Equal to Siege Ancient)) and do (Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color)
Trigger - Turn off NE_Circle_of_power <gen>
SE Siege Ancient Dies
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Siege Ancient) and ((SE_Siege_Ancient <gen> contains (Triggering unit)) Equal to True)
Actions
Unit - Create 1 . Wisp (neutral) for Neutral Passive at (Center of SE_Siege_Ancient <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to build a Siege Ancient at (Center of SE_Siege_Ancient <gen>)
Unit - Change ownership of Circle of Power 0035 <gen> to Neutral Passive and Change color
Trigger - Turn on SE_Circle_of_power <gen>
SW Siege Ancient Dies
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Siege Ancient) and ((SW_Siege_Ancient <gen> contains (Triggering unit)) Equal to True)
Actions
Unit - Create 1 . Wisp (neutral) for Neutral Passive at (Center of SW_Siege_Ancient <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to build a Siege Ancient at (Center of SW_Siege_Ancient <gen>)
Unit - Change ownership of Circle of Power 0036 <gen> to Neutral Passive and Change color
Trigger - Turn on SW_Circle_of_power <gen>
NW Siege Ancient Dies
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Siege Ancient) and ((NW_Siege_Ancient <gen> contains (Triggering unit)) Equal to True)
Actions
Unit - Create 1 . Wisp (neutral) for Neutral Passive at (Center of NW_Siege_Ancient <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to build a Siege Ancient at (Center of NW_Siege_Ancient <gen>)
Unit - Change ownership of Circle of Power 0037 <gen> to Neutral Passive and Change color
Trigger - Turn on NW_Circle_of_power <gen>
NE Siege Ancient Dies
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Siege Ancient) and ((NE_Siege_Ancient <gen> contains (Triggering unit)) Equal to True)
Actions
Unit - Create 1 . Wisp (neutral) for Neutral Passive at (Center of NE_Siege_Ancient <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to build a Siege Ancient at (Center of NE_Siege_Ancient <gen>)
Unit - Change ownership of Circle of Power 0034 <gen> to Neutral Passive and Change color
Trigger - Turn on NE_Circle_of_power <gen>
SOUP Ownership 1
Events
Unit - A unit Changes owner
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Circle of Power
(Owner of Circle of Power 0034 <gen>) Equal to (Owner of Circle of Power 0035 <gen>)
(Owner of Circle of Power 0035 <gen>) Equal to (Owner of Circle of Power 0036 <gen>)
(Owner of Circle of Power 0036 <gen>) Equal to (Owner of Circle of Power 0037 <gen>)
Actions
Unit - Change ownership of Shrine Of Ultimate Power 0008 <gen> to (Owner of (Triggering unit)) and Change color
Unit - Change color of Shrine of Ultimate Power _ 0043 <gen> to (Color of (Triggering player))
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has gained control of the Shrine Of Ultimate Power)
Trigger - Run Untitled_Trigger_003 <gen> (ignoring conditions)
Intro Camera player 1
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 1 (Red) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 1 (Red) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 1 (Red) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 1 (Red) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 1 (Red) over 0.90 seconds
Wait 2.90 seconds
Trigger - Run Intro_Camera_2_Player_1 <gen> (ignoring conditions)
Intro Camera 2 Player 1
Events
Time - Elapsed game time is 24.90 seconds
Conditions
Actions
Camera - . Apply . gg_cam_Player_1_cam_1 for (Owner of (Random unit from (Units in Start_1 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_1_cam_2 for (Owner of (Random unit from (Units in Start_1 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_1 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 2
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 2 (Blue) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 2 (Blue) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 2 (Blue) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 2 (Blue) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 2 (Blue) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 2
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_2_cam_1 for (Owner of (Random unit from (Units in Start_2 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_2_cam_2 for (Owner of (Random unit from (Units in Start_2 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_2 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 3
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 3 (Teal) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 3 (Teal) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 3 (Teal) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 3 (Teal) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 3 (Teal) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 3
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_3_cam_1 for (Owner of (Random unit from (Units in Start_3 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_3_cam_2 for (Owner of (Random unit from (Units in Start_3 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_3 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 4
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 4 (Purple) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 4 (Purple) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 4 (Purple) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 4 (Purple) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 4 (Purple) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 4
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_4_cam_1 for (Owner of (Random unit from (Units in Start_4 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_4_cam_2 for (Owner of (Random unit from (Units in Start_4 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_4 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 5
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 5 (Yellow) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 5 (Yellow) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 5 (Yellow) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 5 (Yellow) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 5 (Yellow) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 5
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_5_cam_1 for (Owner of (Random unit from (Units in Start_5 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_5_cam_2 for (Owner of (Random unit from (Units in Start_5 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_5 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 6
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 6 (Orange) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 6 (Orange) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 6 (Orange) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 6 (Orange) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 6 (Orange) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 6
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_6_cam_1 for (Owner of (Random unit from (Units in Start_6 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_6_cam_2 for (Owner of (Random unit from (Units in Start_6 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_6 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 7
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 7 (Green) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 7 (Green) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 7 (Green) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 7 (Green) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 7 (Green) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 7 (Green) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 7
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_7_cam_1 for (Owner of (Random unit from (Units in Start_7 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_7_cam_2 for (Owner of (Random unit from (Units in Start_7 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_7 <gen>))) to standard game-view over 0.50 seconds
Intro Camera player 8
Events
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 8 (Pink) over 5.50 seconds
Wait 6.20 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Camera_003_Copy for Player 8 (Pink) over 8.00 seconds
Wait 7.90 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 8 (Pink) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 8 (Pink) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 8 (Pink) over 0.90 seconds
Wait 2.90 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 8 (Pink) over 0.90 seconds
Wait 2.90 seconds
Intro Camera 2 Player 8
Events
Conditions
Actions
Camera - . Apply . gg_cam_Player_8_cam_1 for (Owner of (Random unit from (Units in Start_8 <gen>))) over 0 seconds
Camera - . Apply . gg_cam_Player_8_cam_2 for (Owner of (Random unit from (Units in Start_8 <gen>))) over 4.00 seconds
Wait 4.00 seconds
Camera - Reset camera for (Owner of (Random unit from (Units in Start_8 <gen>))) to standard game-view over 0.50 seconds
Cinematic - Turn cinematic mode Off for Player Group - Player 8 (Pink)
Untitled Trigger 002
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Game - Set the time of day to 8.00
Environment - Set sky to Fogged Sky
Trigger - Run Intro_Camera_player_1 <gen> (ignoring conditions)
Cinematic - Turn subtitle display override On
Cinematic - Disable user control for (All players) .
Cinematic - Send transmission to (All players) from a Neutral Hostile . Demigod named Keeper of the Grove at (Center of (Playable map area)) : Play No sound and display Welcome to the Shrine Of Ultimate Power: Ashenvale. . Modify duration: Add 0 seconds and Don't wait
Wait 7.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Demigod named Keeper of the Grove at (Center of (Playable map area)) : Play No sound and display This is the Shrine Of Ultimate Power. . Modify duration: Subtract 1.00 seconds and Don't wait
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Demigod named Keeper of the Grove at (Center of (Playable map area)) : Play No sound and display To gain control of it, you must capture all four control points. . Modify duration: Add 3.00 seconds and Don't wait
Wait 13.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Demigod named Keeper of the Grove at (Center of (Playable map area)) : Play No sound and display Good Luck! . Modify duration: Subtract 1.00 seconds and Don't wait
Wait 5.50 seconds
Cinematic - Turn cinematic mode Off for (All players)
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across (Playable map area)
Cinematic - Enable user control for (All players) .
Forrest generation
Events
Unit - Shrine Of Ultimate Power 0008 <gen> Begins casting an ability
Conditions
((Triggering unit) Equal to Shrine Of Ultimate Power 0008 <gen>) and ((Ability being cast) Equal to Forrest (SOUP))
Actions
Region - Center Forrest_Ability <gen> on (Target point of ability being cast)
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 0
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 2
Wait 0.50 seconds
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 4
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Random point in Forrest_Ability <gen>) facing (Random angle) with scale 1 and variation 5
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