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Triggers
TheImpactScene2.w3x
Variables
Initialization
Act 1
Act 1 Support
Drunkard
Act 2
die
Act 3
Act 3 Support 2
Act 4
Act 5
Act 6
Act 7
Act 8
Act 9
Act 9 Support
Act 9 Support 2
Lock Unit
Dying
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
SpecialEffect
effect
No
Act 1
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Destructible - Pick every destructible in Block_1 <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Destructible - Pick every destructible in Block_2 <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Unit Group - Pick every unit in (Units in Battlefield_1 <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Unit Group - Pick every unit in (Units in Battlefield_2 <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Unit Group - Pick every unit in (Units in Dead_Footmen <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Animation - Play (Picked unit) 's Death animation
Wait 3.00 seconds
Animation - Change (Picked unit) 's animation speed to 0.00 % of its original speed
Player - For Player 1 (Red) , turn Shared vision Off toward Player 2 (Blue)
Player - For Player 2 (Blue) , turn Shared vision Off toward Player 1 (Red)
Camera - Pan camera for Player 1 (Red) to (Position of Sextus of 2nd Command 0002 <gen>) over 3.00 seconds
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Sound - Play emergencybell <gen>
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Blah, this world is just too... hard on me! . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display I hope that emergency bell is worth... something! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Center of (Playable map area)) : Play No sound and display Ah damn, I'm in the bar... And this bar... If I fall, I die... Damn... . Modify duration: Add 0 seconds and Wait
Trigger - Run Drunkard <gen> (ignoring conditions)
Trigger - Turn on Lock_Unit <gen>
Trigger - Run Act_1_Support <gen> (ignoring conditions)
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Quest - Display to (All players) the Quest Update message: Check out the camp just south of you. But, you will need to avoid falling from the cliffs. If you don't, you will be revived back to the bar.
Act 1 Support
Events
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sextus of 2nd Command 0002 <gen> using Abilities\Spells\Other\StrongDrink\BrewmasterTarget.mdl
Set Variable Set SpecialEffect = (Last created special effect)
Sound - Play Music <gen>
Default melee game initialization for all players
Drunkard
Events
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to Sextus of 2nd Command 0002 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 700.00 over 0 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 20.00
Camera - Sway the camera source for Player 1 (Red) with magnitude 500.00 and velocity 5.00
Game - Set time of day speed to 0.00 % of the default speed
Game - Set the time of day to 24.00
Selection - Select Sextus of 2nd Command 0002 <gen> for Player 1 (Red)
Act 2
Events
Unit - A unit enters Stop_Effects <gen>
Conditions
Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Center of (Playable map area)) : Play No sound and display Ah damn, now that I won't have to worry about falling from those stupid cliffs, time to help some wossie "footmen". . Modify duration: Add 0 seconds and Wait
Quest - Display to (All players) the Quest Update message: Help those footmen, the more you save, the better.
die
Events
Time - Every 0.10 seconds of game time
Conditions
(Terrain type at (Position of Sextus of 2nd Command 0002 <gen>)) Equal to Lordaeron Summer - Rock
Actions
Unit - Move Sextus of 2nd Command 0002 <gen> instantly to (Center of Revive <gen>)
Act 3
Events
Unit - A unit enters Battlefield_1 <gen>
Conditions
Actions
Destructible - Pick every destructible in Block_1 <gen> and do (Actions)
Loop - Actions
Destructible - Resurrect (Picked destructible) with 100.00 life and Hide birth animation
Destructible - Pick every destructible in Block_2 <gen> and do (Actions)
Loop - Actions
Destructible - Resurrect (Picked destructible) with 100.00 life and Hide birth animation
Unit - Make (Random unit from (Units in Battlefield_1 <gen> owned by Player 2 (Blue))) Invulnerable
Trigger - Turn on Act_4 <gen>
Trigger - Turn on Act_3_Support_2 <gen>
Trigger - Turn off (This trigger)
Sound - Play HelpHelp <gen>
Unit Group - Pick every unit in (Units in Battlefield_1 <gen>) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Don't worry you pathetic defenders of Rome. Sextus is here to make everything better now! . Modify duration: Add 0.00 seconds and Wait
Sound - Play Zombie <gen>
Act 3 Support 2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Execution count of (This trigger)) Equal to 1
Then - Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Are you guys actually dying from those... Weirdos? . Modify duration: Add 0 seconds and Wait
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Execution count of (This trigger)) Equal to 2
Then - Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display OFFENCE! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display OFFENCE! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display OFFENCE! . Modify duration: Add 0 seconds and Wait
Else - Actions
Act 4
Events
Time - Every 0.10 seconds of game time
Conditions
(Player 3 (Teal) Food used) Equal to 32
Actions
Cinematic - Disable user control for (All players) .
Trigger - Turn off Act_4 <gen>
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Marcus the Footman at (Center of (Playable map area)) : Play No sound and display We will have to go south and help our allies, they say they've spotted more... . Modify duration: Add 0 seconds and Wait
Quest - Display to (All players) the Quest Update message: Help the other footmen in battle.
Unit Group - Pick every unit in (Units in Battlefield_1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Battlefield_2 <gen>)
Destructible - Pick every destructible in Block_1 <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Destructible - Pick every destructible in Block_2 <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Act 5
Events
Unit - A unit enters Battlefield_2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Sextus of 2nd Command
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Dead_Footmen <gen> contains (Matching unit)) Equal to True)) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Vulnerable
Cinematic - Enable user control for (All players) .
Unit Group - Pick every unit in (Units in Battlefield_2 <gen>) and do (Actions)
Loop - Actions
Animation - Play (Picked unit) 's Stand Victory animation
Unit - Unpause (Picked unit)
Sound - Play Zombie <gen>
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Joseph at (Center of (Playable map area)) : Play No sound and display Incoming zombies! . Modify duration: Add 0 seconds and Wait
Sound - Play Toarms <gen>
Unit Group - Pick every unit in (Units in move <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Battlefield_2 <gen>)
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Running away from the battle is a good option... Hmm... . Modify duration: Add 0 seconds and Wait
Quest - Display to (All players) the Quest Update message: You could always run away if you wanted! Go east, then north east if you are.
Trigger - Turn off (This trigger)
Act 6
Events
Unit - A unit enters Talk <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Sextus of 2nd Command
Actions
Sound - Play DamnBeasts <gen>
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Damn, if the king would wasn't an enviromentalist, I would have went straight north! . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
Act 7
Events
Unit - A unit enters Tent_Place <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Sextus of 2nd Command
Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Wait, I never knew there was a camp here... . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
Act 8
Events
Unit - A unit enters Dead_Footmen <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Sextus of 2nd Command
Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display I might be drunk, but this is... Horrible... . Modify duration: Add 0 seconds and Wait
Quest - Display to (All players) the Quest Update message: You feel the enemy must be in the west.
Trigger - Turn off (This trigger)
Act 9
Events
Unit - A unit enters End <gen>
Conditions
Actions
Trigger - Turn on Act_9_Support <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Warlock 0102 <gen>) to a radius of 1000.00 .
Special Effect - Destroy SpecialEffect
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 3.00 seconds
Unit - Pause Sextus of 2nd Command 0002 <gen>
Unit - Pause Warlock 0102 <gen>
Unit - Order Sextus of 2nd Command 0002 <gen> to Move To . (Center of Go_here <gen>)
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 5.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Footman named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Who... Who are you? . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 3 (Teal) . Warlock named ??? at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display My name does not need to be known by you pathetic humans... . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Sextus of 2nd Command named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display You don't scare me, I am powerful and I am here to defend this region! . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 3 (Teal) . Warlock named ??? at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display You are not capable of attacking me, I will crush you immedietely... Just like all the other kingdoms that have tried to destroy me... . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 6.00 seconds
Unit - Unpause Sextus of 2nd Command 0002 <gen>
Unit - Order Sextus of 2nd Command 0002 <gen> to Move To . (Position of Warlock 0102 <gen>)
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Sextus of 2nd Command named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Easy as pie... . Modify duration: Add 0.00 seconds and Wait
Unit - Unpause Warlock 0102 <gen>
Unit - Order Warlock 0102 <gen> to Attack . Sextus of 2nd Command 0002 <gen>
Act 9 Support
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Sextus of 2nd Command
Actions
Special Effect - Create a special effect at (Position of Sextus of 2nd Command 0002 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Position of Sextus of 2nd Command 0002 <gen>) using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
Animation - Play Sextus of 2nd Command 0002 <gen> 's Death animation
Unit - Pause Sextus of 2nd Command 0002 <gen>
Unit - Pause Warlock 0102 <gen>
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Sextus of 2nd Command named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display I may have failed to slay you... But my brothers will! . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 3 (Teal) . Warlock named ??? at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display Foolish human, I have conquered almost all of the land in this pathetic world. I doubt you have any living brothers. . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Sextus of 2nd Command named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display We will not... . Modify duration: Add 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Sextus of 2nd Command named Sextus of 2nd Command at (Position of Sextus of 2nd Command 0002 <gen>) : Play No sound and display We will not... fail........ . Modify duration: Add 1.00 seconds and Wait
Trigger - Turn on Act_9_Support_2 <gen>
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Act 9 Support 2
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Animation - Change Sextus of 2nd Command 0002 <gen> 's vertex coloring to ( 100 %, 100 %, 100 %) with ((Real((Execution count of (This trigger)))) / 10.00) % transparency
Lock Unit
Events
Time - Every 0.08 seconds of game time
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 700.00 over 0 seconds
Dying
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Sextus of 2nd Command
Actions
Game - Defeat Player 1 (Red) with the message: You got him killed???
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