Name | Type | is_array | initial_value |
AllPlayers | force | No | Force00 |
BlueLightning | lightning | No | |
cin_footmen | unit | Yes | |
cin_grunts | unit | Yes | |
dead_foot_switch | destructable | Yes | |
demo | dialog | No | |
dialog | dialog | No | |
Dont_watch | button | No | |
Floating_Text_Start | texttag | Yes | |
foot_switch | destructable | Yes | |
footmen | unit | Yes | |
Game_start | button | No | |
grunts | unit | Yes | |
Minutes | integer | No | |
RedLightning | lightning | No | |
regions | rect | Yes | |
Seconds | integer | No | |
SpecialEffect1 | effect | No | |
SpecialEffect2 | effect | No | |
Start_Game | button | No | |
Temp_cin_footmen | location | Yes | |
Temp_cin_grunt | location | Yes | |
Temp_Sendhere1 | location | No | |
Temp_Sendhere2 | location | No | |
Temp_Sendhere3 | location | No | |
Temp_Sendhere4 | location | No | |
Temp_Terrain | terraintype | No | |
TempGroup1 | group | No | |
TempGroup2 | group | No | |
TempRegion_a1 | location | No | |
TempRegion_a2 | location | No | |
TempRegion_a3 | location | No | |
TempRegion_b1 | location | No | |
TempRegion_b2 | location | No | |
TempRegion_b3 | location | No | |
TempRegion_c1 | location | No | |
TempRegion_c2 | location | No | |
TempRegion_c3 | location | No | |
TempText_Area | location | No | |
TempTileset_Area | location | No | |
Time_spent | timer | No | |
Watch_Again | button | No | |
watch_again | dialog | No | |
Watch_Tutorial | button | No | |
Watch_TutorialStart | button | No | |
Weather | weathereffect | Yes | |
wins | trigger | Yes |
//TESH.scrollpos=62
//TESH.alwaysfold=0
function Trig_Text_Func004002 takes nothing returns nothing
call PanCameraToTimedLocForPlayer( GetEnumPlayer(), udg_TempText_Area, 0 )
endfunction
function Trig_Text_Func043002 takes nothing returns nothing
call PanCameraToTimedLocForPlayer( GetEnumPlayer(), GetPlayerStartLocationLoc(GetEnumPlayer()), 0 )
endfunction
function Trig_Text_Actions takes nothing returns nothing
call SetUserControlForceOff( GetPlayersAll() )
call ShowInterfaceForceOff( GetPlayersAll(), 0.00 )
set udg_AllPlayers = GetPlayersAll()
call ForForce( udg_AllPlayers, function Trig_Text_Func004002 )
call CreateTextTagLocBJ( "TRIGSTR_044", udg_TempText_Area, 0.00, 20.00, 0.00, 100, 0.00, 0 )
set udg_Floating_Text_Start[0] = GetLastCreatedTextTag()
call CreateTextTagLocBJ( "TRIGSTR_045", udg_TempText_Area, 0, 80.00, 100, 100, 100, 0 )
set udg_Floating_Text_Start[1] = GetLastCreatedTextTag()
call CreateTextTagLocBJ( "TRIGSTR_046", udg_TempText_Area, 0, 80.00, 100, 100, 100, 0 )
set udg_Floating_Text_Start[2] = GetLastCreatedTextTag()
call CreateTextTagLocBJ( "TRIGSTR_047", udg_TempText_Area, 0, 80.00, 100, 100, 100, 0 )
set udg_Floating_Text_Start[3] = GetLastCreatedTextTag()
call CreateTextTagLocBJ( "TRIGSTR_048", udg_TempText_Area, 0, 80.00, 100, 100, 100, 0 )
set udg_Floating_Text_Start[4] = GetLastCreatedTextTag()
call CreateTextTagLocBJ( "TRIGSTR_099", udg_TempText_Area, 0, 80.00, 100, 100, 100, 0 )
set udg_Floating_Text_Start[5] = GetLastCreatedTextTag()
set bj_forLoopAIndex = 0
set bj_forLoopAIndexEnd = 5
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[GetForLoopIndexA()], GetPlayersAll() )
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
call TriggerSleepAction( 1.00 )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[0], GetPlayersAll() )
call TriggerSleepAction( 1.00 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[0], GetPlayersAll() )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[1], GetPlayersAll() )
call TriggerSleepAction( 1.00 )
call PlaySoundAtPointBJ( gg_snd_AnnouncerThreeProcessed, 100, udg_TempTileset_Area, 0 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[1], GetPlayersAll() )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[2], GetPlayersAll() )
call TriggerSleepAction( 1.00 )
call PlaySoundAtPointBJ( gg_snd_AnnouncerTwoProcessed, 100, udg_TempTileset_Area, 0 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[2], GetPlayersAll() )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[3], GetPlayersAll() )
call TriggerSleepAction( 1.00 )
call PlaySoundAtPointBJ( gg_snd_AnnouncerOneProcessed, 100, udg_TempTileset_Area, 0 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[3], GetPlayersAll() )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[4], GetPlayersAll() )
call TriggerSleepAction( 1.00 )
call PlaySoundAtPointBJ( gg_snd_AnnouncerGoProcessed, 100, udg_TempTileset_Area, 0 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[4], GetPlayersAll() )
call ShowTextTagForceBJ( true, udg_Floating_Text_Start[5], GetPlayersAll() )
call TriggerSleepAction( 0.50 )
call ShowTextTagForceBJ( false, udg_Floating_Text_Start[5], GetPlayersAll() )
call SetUserControlForceOn( GetPlayersAll() )
call ShowInterfaceForceOn( GetPlayersAll(), 0.02 )
call ForForce( udg_AllPlayers, function Trig_Text_Func043002 )
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = 5
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
call DestroyTextTagBJ( udg_Floating_Text_Start[GetForLoopIndexA()] )
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
endfunction
//===========================================================================
function InitTrig_Text takes nothing returns nothing
set gg_trg_Text = CreateTrigger( )
call TriggerAddAction( gg_trg_Text, function Trig_Text_Actions )
endfunction