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Triggers
mansion.w3x
Variables
Initialisation
Init
zap
sound gate
hall stairs
light
corpse explosion
spirits
scary sounds
door hit jenny
door hit wolf
golem steps
end choice
karaoke
scenes
intro
entry hall
corridor
library
roof
cellar
bedroom
end demon
end death
credits
Credits :
models-------------------------------------------------------------------------------------------
Eerie fog : Born²modificate
Iron fence : Illidan(Evil)X
Indoor doodads : Nasrudin
Nerubian stinger : alfredx_sotn
Nazgul rider : Olofmoleman
Hand torch and Door : Rao Dao Zao
Illidan without weapon : krakou
Light : Mc!
Cityscape stairs, Arched door and window, Elf house and tower, fireplace : Reinless
WaterfallFX : Buster
Stairs (Stone) : ???
Dead trees : ???
Sapin : eXn (I think)
Elveswood : Mordrag (I think)
lightningboltx : ???
skins---------------------------------------------------------------------------------------------
Villagers skins : Dmitry Rommel
Illidan evil gargoyle skin : THE_END, edited by TSG
Ruins staircase : ???
Web tileset : Thunder Mare
Web white : TSG
------------------------------------------------------------------------------------
sounds from :
Neverwinter nights
Morrowind
Syberia
http://www.findsounds.com
----------------------------------------------------------------------------------
music :
-score of Sleepy Hollow by Danny Elfman
-score of Psychose by Bernard Hermann
-Thriller by Michael Jackson
Name
Type
is_array
initial_value
Choice
dialog
No
Light
unit
No
no
button
No
size
real
No
yes
button
No
Initialisation mêlée par défaut pour tous les joueurs
Init
Events
Map initialization
Conditions
Actions
Sound - Clear the music list
Game - Set the time of day to 0.00
Game - Turn the day/night cycle Off
Environment - Set sky to None
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Peasant 0005 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Villager 0004 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Villager 0001 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Villager 0000 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Peasant 0010 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Villager 0009 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Villager 0007 <gen> using war3mapImported\TorchWeapon.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Villager 0006 <gen> using war3mapImported\TorchWeapon.mdx
Animation - Play Illidan gargoyle 0007 <gen> 's stand second animation
Animation - Change Illidan gargoyle 0007 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Illidan gargoyle 0941 <gen> 's stand second animation
Animation - Change Illidan gargoyle 0941 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Illidan gargoyle 0019 <gen> 's stand second animation
Animation - Change Illidan gargoyle 0019 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Illidan gargoyle 0018 <gen> 's stand second animation
Animation - Change Illidan gargoyle 0018 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Illidan gargoyle 0925 <gen> 's stand second animation
Animation - Change Illidan gargoyle 0925 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Illidan gargoyle 1481 <gen> 's stand second animation
Animation - Change Illidan gargoyle 1481 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play the death animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play the death animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play the death animation for all doodads of type D015 (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play Toile 0029 <gen> 's birth animation
Animation - Play Toile 0030 <gen> 's birth animation
Animation - Play Gargouille endormie 0035 <gen> 's stand second animation
Animation - Change Gargouille endormie 0035 <gen> 's animation speed to 0.00 % of its original speed
Animation - Play Gargouille endormie 0036 <gen> 's stand second animation
Animation - Change Gargouille endormie 0036 <gen> 's animation speed to 0.00 % of its original speed
Destructible - Set height of Elevator 1754 <gen> to 3
Destructible - Open All walls of Elevator 1754 <gen>
Destructible - Pick every destructible in spike_trap <gen> and do (Play (Picked destructible)'s death animation)
Destructible - Kill Dungeon Gate 1379 <gen>
Destructible - Pick every destructible in end_bodies <gen> and do (Actions)
Loop - Actions
Destructible - Hide (Picked destructible)
Player - Change color of Player 1 (Red) to Maroon , Changing color of existing units
Unit - Hide Toile 0029 <gen>
Unit - Hide Toile 0030 <gen>
Unit - Hide Goblin Land Mine 0037 <gen>
Unit Group - Pick every unit in (Units of type Araignée volante) and do (Change color of (Picked unit) to Purple)
Unit Group - Pick every unit in (Units of type Spider) and do (Change color of (Picked unit) to Purple)
Unit Group - Pick every unit in (Units of type Reine) and do (Change color of (Picked unit) to Purple)
Unit Group - Pick every unit in (Units of type Forest Spider) and do (Change color of (Picked unit) to Maroon)
Unit Group - Pick every unit in (Units of type Spitting Spider) and do (Change color of (Picked unit) to Dark Green)
Unit Group - Pick every unit in (Units of type Ghoul) and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units of type Footman) and do (Actions)
Loop - Actions
Animation - Change (Picked unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Unit - Turn collision for (Picked unit) Off .
Unit Group - Pick every unit in (Units of type Esprits) and do (Actions)
Loop - Actions
Unit - Hide (Picked unit)
Unit - Turn collision for (Picked unit) Off .
Destructible - Kill Porte salle 1046 <gen>
Animation - Play Porte salle 1046 <gen> 's death alternate animation
Cinematic - Turn cinematic mode On for (All players)
Trigger - Run intro <gen> (ignoring conditions)
zap
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
sound gate
Events
Time - Every 2.10 seconds of game time
Conditions
Actions
Sound - Play creak_metal1 <gen>
Wait for creak_metal1 <gen> to be 0 seconds from finished playing
Sound - Play creak_metal2 <gen>
hall stairs
Events
Unit - A unit enters hall_stairs <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Peasant 0010 <gen>
(Triggering unit) Equal to Villager 0006 <gen>
(Triggering unit) Equal to Villager 0008 <gen>
Actions
Unit - Order Villager 0008 <gen> to Move To . (Center of hall_couple <gen>)
Unit - Order Villager 0006 <gen> to Move To . (Center of hall_couple <gen>)
Unit - Order Peasant 0010 <gen> to Move To . (Center of hall_tony <gen>)
light
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit - Move Light instantly to (Position of Villager 0009 <gen>)
corpse explosion
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Sound - Play IronGolemAttack1 <gen>
Sound - Play MetalHeavySliceFlesh1 <gen>
Special Effect - Create a special effect at (Center of cellar_jack_4 <gen>) using Objects\Spawnmodels\Orc\OrcLargeDeathExplode\OrcLargeDeathExplode.mdl
spirits
Events
Unit - A unit owned by Player 2 (Blue) . Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Esprits
Actions
Sound - Play BansheeGhostYes1 <gen>
Unit - Order (Attacked unit) to Attack . Villager 0009 <gen>
scary sounds
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Sound - Play FlashBack1Second <gen>
Wait 6.00 seconds
Sound - Play FlashBackHalfSecondSecond <gen>
door hit jenny
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
Sound - Play DoorSlam1 <gen>
door hit wolf
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Sound - Play WoodMediumBashWood2 <gen>
golem steps
Events
Conditions
Actions
Sound - Play Step1 <gen>
Wait for Step1 <gen> to be 0 seconds from finished playing
Sound - Play Step2 <gen>
Wait for Step2 <gen> to be 0 seconds from finished playing
Sound - Play Step3 <gen>
end choice
Events
Conditions
Actions
Dialog - Create a dialog button for Choice labelled Yes
Set Variable Set yes = (Last created dialog Button)
Dialog - Create a dialog button for Choice labelled No
Set Variable Set no = (Last created dialog Button)
Dialog - Change the title of Choice to Now all his friends are dead, will Jack make it out alive ?
Dialog - Show Choice for Player 1 (Red)
karaoke
Events
Conditions
Actions
Wait 42.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display It's close to midnight and something evil's lurking in the dark . Modify duration: Add 8.00 seconds and Don't wait
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display Under the moonlight you see a sight that almost stops your heart . Modify duration: Add 6.00 seconds and Don't wait
Wait 6.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You try to scream but terror takes the sound before you make it . Modify duration: Add 6.00 seconds and Don't wait
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You start to freeze as horror looks you right between the eyes, you're paralysed . Modify duration: Add 8.00 seconds and Don't wait
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display Cause this is thriller . Modify duration: Add 3.00 seconds and Don't wait
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display Cause this is thriller, thriller night . Modify duration: Add 2.00 seconds and Don't wait
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display And no one's gonna save you from the beast about to strike . Modify duration: Add 4.00 seconds and Don't wait
Wait 3.70 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You know it's thriller . Modify duration: Add 3.00 seconds and Don't wait
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You know it's thriller, thriller night . Modify duration: Add 2.00 seconds and Don't wait
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You're fighting for your life inside a . Modify duration: Add 3.00 seconds and Don't wait
Wait 2.70 seconds
Cinematic - Send transmission to (All players) from Ghoul 0052 <gen> named Karaoke ghoul : Play No sound and display You're fighting for your life inside a killer, thriller toniiiight . Modify duration: Add 5.00 seconds and Don't wait
intro
Events
Conditions
Actions
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Camera - . Apply . gg_cam_intro_forest for Player 1 (Red) over 0 seconds
Sound - Play al_wt_rainhard1 <gen>
Sound - Play RollingThunder <gen>
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Wait 2.00 seconds
Sound - Play amb_nightfrst <gen>
Game - Display to (All players) the text: |cff87ceebArmelior presents :|r
Sound - Play 01___Introduction_extract <gen>
Wait 3.00 seconds
Sound - Play thndr_cls3 <gen>
Animation - Play the stand animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 70.00 %, 70.00 %, 100.00 %)
Wait 0.50 seconds
Animation - Play the death animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Game - Display to (All players) the text: |cffff0000THE MANSION|r
Wait 2.00 seconds
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Camera - . Apply . gg_cam_intro_castle for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Wait 2.00 seconds
Animation - Play Porte cloture (Horizontal) 0010 <gen> 's stand hit animation
Camera - . Apply . gg_cam_intro_groupe for Player 1 (Red) over 6.00 seconds
Wait 6.00 seconds
Trigger - Turn on sound_gate <gen>
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display There we are ! . Modify duration: Add 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display So, that's your haunted mansion ? Not so scary . . . . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display I disagree , this place gives me the creeps . . Modify duration: Add 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Don't be afraid, I will protect you, honey . . Modify duration: Add 3.00 seconds and Wait
Unit - Order Peasant 0005 <gen> to Move To . (Center of intro_tony <gen>)
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display There is no wind ! Why is this gate shaking like this ? . Modify duration: Add 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display You can go back home, if you're too scared to enter . . . . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display No no, we should enter now before we drown under all this rain . . Modify duration: Add 5.00 seconds and Wait
Unit - Order Peasant 0005 <gen> to Move To . (Center of intro_tony_2 <gen>)
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display No no, we should enter now before we drown under all this rain . But first we have to . . . Uh ? . Modify duration: Add 2.00 seconds and Don't wait
Wait until ((intro_tony_2 <gen> contains Peasant 0005 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_intro_gate for Player 1 (Red) over 0.00 seconds
Trigger - Turn off sound_gate <gen>
Sound - Play metaldoor <gen>
Destructible - Kill Porte cloture (Horizontal) 0010 <gen>
Animation - Play Porte cloture (Horizontal) 0010 <gen> 's death alternate animation
Wait 1.50 seconds
Animation - Change Porte cloture (Horizontal) 0010 <gen> 's animation speed to 0.00 % of its original speed
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display It seems like an invitation . . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_intro_gargoyl for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_intro_entry for Player 1 (Red) over 9.00 seconds
Wait 4.00 seconds
Unit - Order Peasant 0005 <gen> to Move To . (Random point in intro_enter <gen>)
Unit - Order Villager 0004 <gen> to Move To . (Random point in intro_enter <gen>)
Unit - Order Villager 0001 <gen> to Move To . (Random point in intro_enter <gen>)
Unit - Order Villager 0000 <gen> to Move To . (Random point in intro_enter <gen>)
Unit - Order Villager 0002 <gen> to Move To . (Random point in intro_enter <gen>)
Wait 3.00 seconds
Sound - Stop RollingThunder <gen> After fading
Sound - Stop al_wt_rainhard1 <gen> After fading
Sound - Stop amb_nightfrst <gen> After fading
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Sound - Play WoodMediumBashWood2 <gen>
Wait for WoodMediumBashWood2 <gen> to be 0 seconds from finished playing
Sound - Play RockHeavyBashWood3 <gen>
Wait for RockHeavyBashWood3 <gen> to be 0 seconds from finished playing
Sound - Play creakdoor1 <gen>
Wait for creakdoor1 <gen> to be 0 seconds from finished playing
Trigger - Run entry_hall <gen> (ignoring conditions)
entry hall
Events
Conditions
Actions
Sound - Play RollingThunderinside <gen>
Sound - Play amb_building_rain <gen>
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 55.00 % transparency
Animation - Play the death alternate animation for all doodads of type D002 (Unexpected type: 'doodadcode') within (Playable map area) .
Camera - . Apply . gg_cam_hall_1 for Player 1 (Red) over 0 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Wait 3.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display Now that is a BIG hall ! . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_hall_2 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Sound - Play thndr_cls <gen>
Environment - Set fog to style Linear , z-start 750.00 , z-end 2500.00 , density 0 and color ( 70.00 %, 70.00 %, 100.00 %)
Wait 0.50 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Camera - . Apply . gg_cam_hall_4 for Player 1 (Red) over 0 seconds
Unit - Make Villager 0007 <gen> face Villager 0009 <gen> over 1.00 seconds
Unit - Make Peasant 0010 <gen> face Villager 0008 <gen> over 1.00 seconds
Unit - Make Villager 0009 <gen> face Villager 0007 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Right, we're in, so what do we do now ? . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display We should split to explore the house faster . I want to go to the basement . . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_hall_5 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_hall_3 for Player 1 (Red) over 9.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display OK, I'll go upstairs . . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display I will explore this floor, then . . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Jenny and I will look for a bedroom, so leave us for a moment . . . . Modify duration: Add 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Eh eh . . . OK then, lad . . Modify duration: Add 1.00 seconds and Wait
Camera - . Apply . gg_cam_hall_1 for Player 1 (Red) over 0 seconds
Unit - Order Villager 0008 <gen> to Move To . (Center of hall_stairs <gen>)
Unit - Order Villager 0006 <gen> to Move To . (Center of hall_stairs <gen>)
Unit - Order Villager 0009 <gen> to Move To . (Center of hall_jack <gen>)
Unit - Order Villager 0007 <gen> to Move To . (Center of hall_brandon <gen>)
Unit - Order Peasant 0010 <gen> to Move To . (Center of hall_stairs <gen>)
Wait 2.00 seconds
Wait 4.00 seconds
Trigger - Run corridor <gen> (ignoring conditions)
corridor
Events
Conditions
Actions
Camera - . Apply . gg_cam_corridor_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_corridor_2 for Player 1 (Red) over 6.00 seconds
Wait 2.00 seconds
Unit - Make Villager 0009 <gen> face Goblin Land Mine 0011 <gen> over 1.00 seconds
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display So many doors . . . Which one is the good ? . Modify duration: Add 2.00 seconds and Wait
Wait 3.00 seconds
Trigger - Run library <gen> (ignoring conditions)
library
Events
Conditions
Actions
Animation - Play the birth animation for all doodads of type D015 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Camera - . Apply . gg_cam_library_1 for Player 1 (Red) over 0 seconds
Unit - Move Villager 0007 <gen> instantly to (Center of library_teleport <gen>)
Unit - Set Villager 0007 <gen> movement speed to 150.00
Unit - Order Villager 0007 <gen> to Move To . (Center of library_corridor <gen>)
Wait until ((library_corridor <gen> contains Villager 0007 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_library_2 for Player 1 (Red) over 0 seconds
Unit - Order Villager 0007 <gen> to Move To . (Center of library_entrance <gen>)
Wait until ((library_entrance <gen> contains Villager 0007 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play amb_bughouse2 <gen>
Sound - Play 05___Masbath_Terrible_Death_extract <gen>
Camera - . Apply . gg_cam_library_3 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Lucky me ! Books and old spider webs ! What boredom . . . . Modify duration: Add 3.00 seconds and Don't wait
Unit - Make Villager 0007 <gen> face Forest Spider 0021 <gen> over 1.00 seconds
Camera - . Apply . gg_cam_library_4 for Player 1 (Red) over 7.00 seconds
Wait 6.00 seconds
Sound - Play thndr_cls3 <gen>
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 70.00 %, 70.00 %, 100.00 %)
Wait 0.50 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Let's take a look anyway . . . . Modify duration: Add 2.00 seconds and Wait
Unit - Order Villager 0007 <gen> to Move To . (Center of library_stairs <gen>)
Camera - . Apply . gg_cam_library_spider_shadow for Player 1 (Red) over 0 seconds
Unit - Order Araignée volante 0018 <gen> to Move To . (Center of library_spider <gen>)
Wait 0.50 seconds
Sound - Play ScarabYes2 <gen>
Camera - . Apply . gg_cam_library_5 for Player 1 (Red) over 6.00 seconds
Wait until ((library_stairs <gen> contains Villager 0007 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Order Villager 0007 <gen> to Move To . (Center of library_stairs_2 <gen>)
Wait until ((library_stairs_2 <gen> contains Villager 0007 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_library_eggs for Player 1 (Red) over 3.00 seconds
Animation - Lock Villager 0007 <gen> 's Head to face Forest Spider 0020 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Wait . . . What's this ? Huge eggs ? But then the spid . . . . Modify duration: Add 3.00 seconds and Wait
Unit - Remove Araignée volante 0018 <gen> from the game
Unit Group - Pick every unit in (Units of type Spider) and do (Order (Picked unit) to Follow.Villager 0007 <gen>)
Unit Group - Pick every unit in (Units of type Forest Spider) and do (Order (Picked unit) to Follow.Villager 0007 <gen>)
Unit Group - Pick every unit in (Units of type Spitting Spider) and do (Order (Picked unit) to Follow.Villager 0007 <gen>)
Unit - Order Forest Spider 0020 <gen> to Undead Crypt Fiend - Web . Footman 0013 <gen>
Sound - Play ScarabPissed1 <gen>
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Aaaaahhh ! . Modify duration: Add 1.00 seconds and Don't wait
Unit - Order Villager 0007 <gen> to Move To . (Center of library_stairs <gen>)
Wait 0.50 seconds
Camera - . Apply . gg_cam_library_flight for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_library_flight_2 for Player 1 (Red) over 5.00 seconds
Wait 0.50 seconds
Unit - Order Spider 0028 <gen> to Undead Crypt Fiend - Web . Footman 0012 <gen>
Wait 1.00 seconds
Unit - Order Forest Spider 0024 <gen> to Undead Crypt Fiend - Web . Footman 0014 <gen>
Wait until ((library_stairs <gen> contains Villager 0007 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Order Araignée volante 0015 <gen> to Undead Crypt Fiend - Web . Villager 0007 <gen>
Unit - Unhide Toile 0029 <gen>
Unit - Order Villager 0007 <gen> to Stop .
Animation - Play Villager 0007 <gen> 's death animation
Wait 0.50 seconds
Camera - . Apply . gg_cam_library_webbed for Player 1 (Red) over 0.00 seconds
Unit - Order Araignée volante 0015 <gen> to Undead Crypt Fiend - Web . Footman 0016 <gen>
Wait 0.50 seconds
Unit - Unhide Toile 0030 <gen>
Animation - Change Reine 0027 <gen> 's animation speed to 70.00 % of its original speed
Camera - . Apply . gg_cam_library_webbed_2 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_library_webbed_3 for Player 1 (Red) over 4.00 seconds
Unit - Order Reine 0027 <gen> to Move To . (Center of library_spider_queen <gen>)
Wait 1.00 seconds
Animation - Lock Villager 0007 <gen> 's Head to face Reine 0027 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display No ! I'm stuck ! . Modify duration: Add 1.00 seconds and Don't wait
Wait until ((library_spider_queen <gen> contains Reine 0027 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_library_death for Player 1 (Red) over 0.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Noooooooooo ! Help m . . . . Modify duration: Add 1.00 seconds and Don't wait
Wait 1.00 seconds
Unit - Order Reine 0027 <gen> to Attack Once . Villager 0007 <gen>
Sound - Play MetalLightSliceFlesh3 <gen>
Cinematic - Send transmission to (All players) from Villager 0001 <gen> named Brandon : Play No sound and display Noooooooooo ! Help m . . . Ugh . Modify duration: Add 1.00 seconds and Don't wait
Sound - Stop ScarabPissed1 <gen> After fading
Cinematic - Fade out over 4.00 seconds using texture White Mask and color ( 0 %, 70.00 %, 10.00 %) with 0 % transparency
Wait for 05___Masbath_Terrible_Death_extract <gen> to be 2.00 seconds from finished playing
Sound - Stop amb_building_rain <gen> After fading
Sound - Stop RollingThunderinside <gen> After fading
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run roof <gen> (ignoring conditions)
roof
Events
Conditions
Actions
Camera - . Apply . gg_cam_roof_intro for Player 1 (Red) over 0 seconds
Sound - Play al_wt_rainhard1 <gen>
Sound - Play RollingThunder <gen>
Unit - Move Peasant 0010 <gen> instantly to (Center of tony_roof_1 <gen>) , facing (Position of Illidan gargoyle 1481 <gen>)
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Sound - Play 10___The_Tree_Of_Death_extract_1 <gen>
Wait 3.00 seconds
Sound - Play DoorSlam1 <gen>
Camera - . Apply . gg_cam_roof_intro_2 for Player 1 (Red) over 7.00 seconds
Wait 6.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display Looks like I am on the roof . . . . Modify duration: Add 2.00 seconds and Don't wait
Wait 1.00 seconds
Camera - . Apply . gg_cam_roof_from_top for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Unit - Make Peasant 0010 <gen> face (Center of tony_roof_2 <gen>) over 1.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display There must be a good point of view from up there ! . Modify duration: Add 2.00 seconds and Wait
Environment - Set fog to style Linear , z-start 100.00 , z-end 1500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Camera - . Apply . gg_cam_roof_gargoyle_1 for Player 1 (Red) over 0 seconds
Unit - Order Peasant 0010 <gen> to Move To . (Center of tony_roof_2 <gen>)
Wait 1.00 seconds
Camera - . Apply . gg_cam_roof_gargoyle_2 for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Sound - Play thndr_cls <gen>
Environment - Set fog to style Linear , z-start 0.00 , z-end 300.00 , density 0 and color ( 70.00 %, 70.00 %, 100 %)
Unit - Replace Gargouille endormie 0036 <gen> with a Gargouille eveillee using The old unit's relative life and mana
Wait 0.10 seconds
Animation - Play (Last replaced unit) 's stand second animation
Wait 0.10 seconds
Animation - Change (Last replaced unit) 's animation speed to 30.00 % of its original speed
Wait 0.80 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Wait 1.00 seconds
Animation - Change (Last replaced unit) blend time to 1.00
Animation - Lock (Last replaced unit) 's Head to face Peasant 0010 <gen> , offset by ( 0 , 0 , 250.00 )
Sound - Play WendigoWhat2 <gen>
Wait 2.00 seconds
Camera - . Apply . gg_cam_roof_point_of_view for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_roof_zoom_down for Player 1 (Red) over 6.00 seconds
Animation - Lock Peasant 0010 <gen> 's Head to face Goblin Land Mine 0037 <gen> , offset by ( 0 , 0 , 90.00 )
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display This building is quite high ! I wouldn't like to slip right now . . . . Modify duration: Add 6.00 seconds and Wait
Wait 1.00 seconds
Unit - Move (Last replaced unit) instantly to (Center of gargoyle_1 <gen>)
Environment - Set fog to style Linear , z-start 100.00 , z-end 1500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Camera - . Apply . gg_cam_roof_noise for Player 1 (Red) over 0 seconds
Animation - Change (Last replaced unit) flying height to 0.00 at 900.00
Unit - Order (Last replaced unit) to Move To . (Center of gargoyle_2 <gen>)
Unit - Make Peasant 0010 <gen> face Goblin Land Mine 0038 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display Mmmh ? Who's there ? . Modify duration: Add 2.00 seconds and Don't wait
Wait 1.00 seconds
Camera - . Apply . gg_cam_roof_noise_2 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display Probably just the wind . . . . Modify duration: Add 2.00 seconds and Wait
Unit - Make Peasant 0010 <gen> face Goblin Land Mine 0037 <gen> over 1.00 seconds
Wait 1.00 seconds
Sound - Play DoomGuardWhat4 <gen>
Camera - . Apply . gg_cam_roof_attack_2 for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from Peasant 0005 <gen> named Tony : Play No sound and display This time I'm sure it's n . . . . Modify duration: Add 2.00 seconds and Don't wait
Wait 1.00 seconds
Unit - Move (Last replaced unit) instantly to (Center of gargoyle_3 <gen>)
Unit - Order (Last replaced unit) to Move To . (Center of tony_roof_2 <gen>)
Sound - Play thndr_cls3 <gen>
Environment - Set fog to style Linear , z-start 0.00 , z-end 500.00 , density 0 and color ( 70.00 %, 70.00 %, 100 %)
Wait 0.50 seconds
Animation - Lock Peasant 0010 <gen> 's Head to face Goblin Land Mine 0034 <gen> , offset by ( 0 , 0 , 90 )
Environment - Set fog to style Linear , z-start 100.00 , z-end 3500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Animation - Play Peasant 0010 <gen> 's death animation
Wait 0.30 seconds
Camera - . Apply . gg_cam_roof_zoom_down for Player 1 (Red) over 0 seconds
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Dream , starting with color ( 100 %, 100 %, 100 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 0 % transparency
Sound - Play Aaagh1 <gen>
Camera - . Apply . gg_cam_roof_ouch for Player 1 (Red) over 1.50 seconds
Wait 1.40 seconds
Cinematic - Fade out over 0.50 seconds using texture White Mask and color ( 70.00 %, 0.00 %, 0.00 %) with 0 % transparency
Sound - Play criticalDMG <gen>
Wait 0.10 seconds
Sound - Play ArtilleryCorpseExplodeDeath1 <gen>
Wait 2.00 seconds
Sound - Stop RollingThunder <gen> After fading
Sound - Stop al_wt_rainhard1 <gen> After fading
Cinematic - Fade out over 0.00 seconds using texture White Mask and color ( 0.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run cellar <gen> (ignoring conditions)
cellar
Events
Conditions
Actions
Camera - . Apply . gg_cam_cellar_rat for Player 1 (Red) over 0 seconds
Sound - Play amb_haunt <gen>
Environment - Set fog to style Linear , z-start 100.00 , z-end 1000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Wait 3.00 seconds
Sound - Play RatWhat2 <gen>
Unit - Order Rat 0017 <gen> to Move To . (Center of cellar_rat <gen>)
Wait until ((cellar_rat <gen> contains Rat 0017 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Make Rat 0017 <gen> face Goblin Land Mine 0033 <gen> over 3.00 seconds
Sound - Play RatWhat1 <gen>
Sound - Play BattlenetBirth1 <gen>
Wait for BattlenetBirth1 <gen> to be 0.50 seconds from finished playing
Destructible - Pick every destructible in spike_trap <gen> and do (Change (Picked destructible)'s animation speed to 200.00% of its original speed)
Destructible - Pick every destructible in spike_trap <gen> and do (Play (Picked destructible)'s birth animation)
Sound - Play MetalHeavySliceFlesh3 <gen>
Animation - Play Rat 0017 <gen> 's death animation
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Rat 0017 <gen> using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPriest.mdl
Unit - Pause Rat 0017 <gen>
Wait 1.00 seconds
Destructible - Pick every destructible in spike_trap <gen> and do (Change (Picked destructible)'s animation speed to 100.00% of its original speed)
Destructible - Pick every destructible in spike_trap <gen> and do (Play (Picked destructible)'s death animation)
Sound - Play GateOpen <gen>
Wait for GateOpen <gen> to be 0 seconds from finished playing
Wait 0.50 seconds
Sound - Play creakdoor1 <gen>
Wait 1.00 seconds
Animation - Play Porte salle 1360 <gen> 's death alternate animation
Unit - Create 1 . Light (Jack) for Player 1 (Red) at (Center of cellar_jack_2 <gen>) facing Default building facing degrees
Set Variable Set Light = (Last created unit)
Wait 3.50 seconds
Unit - Move Villager 0009 <gen> instantly to (Center of cellar_jack <gen>)
Camera - . Apply . gg_cam_cellar_stairs_1 for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display This looks promising . . . . Modify duration: Add 2.00 seconds and Don't wait
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_2 <gen>)
Camera - . Apply . gg_cam_cellar_stairs_2 for Player 1 (Red) over 3.00 seconds
Wait 6.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display A torture room ! Cool ! . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_cellar_rat for Player 1 (Red) over 0 seconds
Trigger - Turn on light <gen>
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_3 <gen>)
Camera - . Apply . gg_cam_cellar_trap for Player 1 (Red) over 4.00 seconds
Wait until ((cellar_rat <gen> contains Villager 0009 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play BattlenetBirth1 <gen>
Unit - Order Villager 0009 <gen> to Stop .
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Mmmmh ? . Modify duration: Add 1.00 seconds and Don't wait
Wait 1.00 seconds
Camera - . Apply . gg_cam_cellar_up_1 for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Mmmmh ? Must be the wind or something . . . . Modify duration: Add 2.00 seconds and Don't wait
Wait for BattlenetBirth1 <gen> to be 1.00 seconds from finished playing
Sound - Play BattleNetDoorsStereo2 <gen>
Wait 1.00 seconds
Camera - . Apply . gg_cam_cellar_up_2 for Player 1 (Red) over 5.00 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_3 <gen>)
Wait 5.00 seconds
Unit - Make Villager 0009 <gen> face Goblin Land Mine 0032 <gen> over 1.00 seconds
Wait 1.00 seconds
Unit - Make Villager 0009 <gen> face Goblin Land Mine 0033 <gen> over 7.50 seconds
Camera - . Apply . gg_cam_cellar_overview_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_cellar_overview_2 for Player 1 (Red) over 4.00 seconds
Wait 3.50 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display I never thought I would see this kind of stuff for real . . . . Modify duration: Add 3.50 seconds and Don't wait
Camera - . Apply . gg_cam_cellar_overview_3 for Player 1 (Red) over 4.00 seconds
Wait 4.00 seconds
Camera - . Apply . gg_cam_cellar_machine for Player 1 (Red) over 0.00 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_4 <gen>)
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display I can imagine what this machine was made for . . . . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_cellar_machine_2 for Player 1 (Red) over 0.00 seconds
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display I must show this to the others ! . Modify duration: Add 2.00 seconds and Wait
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_3 <gen>)
Camera - . Apply . gg_cam_cellar_machine for Player 1 (Red) over 0.00 seconds
Wait 2.00 seconds
Animation - Play the stand work animation for all doodads of type D00X (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play the stand work animation for all doodads of type D00Z (Unexpected type: 'doodadcode') within (Playable map area) .
Sound - Play SlaughterHouseWhat1 <gen>
Trigger - Turn on corpse_explosion <gen>
Unit - Make Villager 0009 <gen> face Goblin Land Mine 0032 <gen> over 1.00 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_cellar_machine_2 for Player 1 (Red) over 5.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display What the . . . ? This saw could have cut me in two if I were still there ! . Modify duration: Add 4.50 seconds and Wait
Camera - . Apply . gg_cam_cellar_prison_wall for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Anyway, I have to find the others . . Modify duration: Add 3.00 seconds and Don't wait
Wait 1.00 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of cellar_jack_2 <gen>)
Wait 2.00 seconds
Sound - Stop amb_haunt <gen> After fading
Sound - Stop SlaughterHouseWhat1 <gen> After fading
Trigger - Turn off corpse_explosion <gen>
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Trigger - Run bedroom <gen> (ignoring conditions)
bedroom
Events
Conditions
Actions
Camera - . Apply . gg_cam_room_fire for Player 1 (Red) over 0 seconds
Unit - Move Villager 0008 <gen> instantly to (Center of room_fire_jenny <gen>) , facing (Position of Goblin Land Mine 0041 <gen>)
Unit - Move Villager 0006 <gen> instantly to (Center of room_fire_kevin <gen>) , facing (Position of Goblin Land Mine 0041 <gen>)
Sound - Play amb_haunt <gen>
Sound - Play RollingThunderinside <gen>
Sound - Play amb_building_rain <gen>
Sound - Play OrcHumanMediumBuildingFire1 <gen>
Environment - Set fog to style Linear , z-start 100.00 , z-end 1000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Wait 2.50 seconds
Camera - . Apply . gg_cam_room_fire_2 for Player 1 (Red) over 5.00 seconds
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display So you see, we're quite confortable here . . . . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display It's better with this fire, but still . . . . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_room_bed for Player 1 (Red) over 0.00 seconds
Animation - Lock Villager 0008 <gen> 's Head to face Villager 0006 <gen> , offset by ( 0 , 0 , 90 )
Animation - Lock Villager 0006 <gen> 's Head to face Villager 0008 <gen> , offset by ( 0 , 0 , 90 )
Camera - . Apply . gg_cam_room_bed_2 for Player 1 (Red) over 2.00 seconds
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Yeah I know, this bed is covered by old spider webs, I'll go fetch some new sheets in the other rooms around . . Modify duration: Add 10.00 seconds and Wait
Sound - Play 10___The_Tree_Of_Death_extract_2 <gen>
Camera - . Apply . gg_cam_room_overview for Player 1 (Red) over 0.00 seconds
Unit - Make Villager 0008 <gen> face Villager 0006 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display No, please, don't leave me alone ! . Modify duration: Add 2.00 seconds and Wait
Unit - Make Villager 0006 <gen> face Villager 0008 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Come on, I won't be long ! . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display (Sighs) I guess I'll just have to wait . . . . Modify duration: Add 3.00 seconds and Wait
Unit - Order Villager 0008 <gen> to Move To . (Center of room_window <gen>)
Wait until ((room_window <gen> contains Villager 0008 <gen>) Equal to True) , checking every 0.10 seconds
Animation - Play the death animation for all doodads of type D011 (Unexpected type: 'doodadcode') within (Playable map area) .
Wait 1.00 seconds
Camera - . Apply . gg_cam_room_window_1 for Player 1 (Red) over 0 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Camera - . Apply . gg_cam_room_window_rain for Player 1 (Red) over 5.00 seconds
Wait 4.00 seconds
Sound - Play al_wt_rainhard1 <gen>
Wait 2.00 seconds
Sound - Play thndr_cls3 <gen>
Environment - Set fog to style Linear , z-start 500.00 , z-end 2500.00 , density 0 and color ( 70.00 %, 70.00 %, 100.00 %)
Animation - Play the stand animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play the stand animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within (Playable map area) .
Wait 0.50 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Animation - Play the death animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Animation - Play the death animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within (Playable map area) .
Wait for thndr_cls3 <gen> to be 0 seconds from finished playing
Sound - Stop al_wt_rainhard1 <gen> Immediately
Environment - Set fog to style Linear , z-start 100.00 , z-end 1000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Unit - Move Villager 0006 <gen> instantly to (Center of room_kevin_teleport <gen>) , facing (Position of Goblin Land Mine 0041 <gen>)
Unit - Order Villager 0006 <gen> to Move To . (Center of room_next_room_kevin <gen>)
Camera - . Apply . gg_cam_room_corridor_1 for Player 1 (Red) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of room_next_room_kevin <gen>) over 6.00 seconds
Wait until ((room_next_room_kevin <gen> contains Villager 0006 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_room_closet for Player 1 (Red) over 0.00 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 1400.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Unit - Make Villager 0006 <gen> face (Position of Goblin Land Mine 0043 <gen>) over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0000 <gen> named Kevin : Play No sound and display Ah ! Maybe in this old closet ! . Modify duration: Add 2.00 seconds and Wait
Unit - Order Villager 0006 <gen> to Move To . (Center of room_trap <gen>)
Wait until ((room_trap <gen> contains Villager 0006 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play Elevator <gen>
Animation - Change Elevator 1754 <gen> 's animation speed to 200.00 % of its original speed
Destructible - Set height of Elevator 1754 <gen> to 1
Wait 0.30 seconds
Sound - Play GyrocopterLoop1 <gen>
Unit - Explode Villager 0006 <gen> .
Special Effect - Create a special effect at (Center of room_trap <gen>) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPriest.mdl
Unit - Move Abomination 0042 <gen> instantly to (Center of room_trap <gen>)
Unit - Explode Abomination 0042 <gen> .
Sound - Play ArtilleryCorpseExplodeDeath1 <gen>
Sound - Play PeasantDeath <gen>
Animation - Play the walk animation for all doodads of type D018 (Unexpected type: 'doodadcode') within (Playable map area) .
Camera - . Apply . gg_cam_room_trap for Player 1 (Red) over 4.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Random point in room_trap <gen>) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
Sound - Play MetalLightSliceFlesh2 <gen>
Wait 0.90 seconds
Wait 0.30 seconds
Animation - Play the stand animation for all doodads of type D018 (Unexpected type: 'doodadcode') within (Playable map area) .
Sound - Stop GyrocopterLoop1 <gen> Immediately
Sound - Play Elevator <gen>
Animation - Change Elevator 1754 <gen> 's animation speed to 100.00 % of its original speed
Destructible - Set height of Elevator 1754 <gen> to 3
Environment - Set fog to style Linear , z-start 100.00 , z-end 1000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Camera - . Apply . gg_cam_room_growl for Player 1 (Red) over 6.00 seconds
Wait 7.00 seconds
Sound - Play SpiritWolfBirth1 <gen>
Destructible - Hide Wolfhead 1507 <gen>
Wait 0.50 seconds
Unit - Make Villager 0008 <gen> face (Position of Wolfhead 1507 <gen>) over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display What's that noise ? . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_room_fire_2 for Player 1 (Red) over 0.00 seconds
Unit - Order Villager 0008 <gen> to Move To . (Center of room_fire_jenny <gen>)
Wait until ((room_fire_jenny <gen> contains Villager 0008 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Make Villager 0008 <gen> face (Position of Wolfhead 1507 <gen>) over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display Wait . . . Wasn't there a wolfhead near the chimney ? . Modify duration: Add 5.00 seconds and Don't wait
Camera - . Apply . gg_cam_room_wolfhead for Player 1 (Red) over 3.00 seconds
Wait 3.50 seconds
Camera - . Apply . gg_cam_room_fire_2 for Player 1 (Red) over 0.00 seconds
Wait 1.50 seconds
Animation - Lock Villager 0008 <gen> 's Head to face Spirit Wolf 0039 <gen> , offset by ( 0 , 0 , 0.00 )
Wait 0.50 seconds
Camera - . Apply . gg_cam_room_wolf for Player 1 (Red) over 0.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display Aaaaah ! . Modify duration: Add 2.00 seconds and Don't wait
Wait 0.50 seconds
Unit - Order Spirit Wolf 0039 <gen> to Follow . Villager 0008 <gen>
Unit - Order Villager 0008 <gen> to Move To . (Center of room_jenny_door <gen>)
Camera - . Apply . gg_cam_room_overview_2 for Player 1 (Red) over 0.00 seconds
Wait 2.00 seconds
Unit - Order Spirit Wolf 0039 <gen> to Stop .
Camera - . Apply . gg_cam_room_corridor_1 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_room_door for Player 1 (Red) over 5.00 seconds
Unit - Turn collision for Villager 0008 <gen> Off .
Wait until ((room_jenny_door <gen> contains Villager 0008 <gen>) Equal to True) , checking every 0.10 seconds
Trigger - Turn on door_hit_jenny <gen>
Unit - Order Spirit Wolf 0039 <gen> to Follow . Villager 0008 <gen>
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display Cursed door ! Won't you open ! . Modify duration: Add 2.00 seconds and Don't wait
Wait 1.50 seconds
Trigger - Turn off door_hit_jenny <gen>
Destructible - Open Porte salle 1598 <gen>
Wait 0.50 seconds
Unit - Order Villager 0008 <gen> to Move To . (Center of room_jenny_door_2 <gen>)
Wait 0.50 seconds
Destructible - Close Porte salle 1598 <gen>
Camera - . Apply . gg_cam_room_closed_door for Player 1 (Red) over 0.00 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display Phew . . . . Modify duration: Add 1.00 seconds and Don't wait
Wait 2.00 seconds
Animation - Change Porte salle 1598 <gen> 's animation speed to 50.00 % of its original speed
Animation - Play Porte salle 1598 <gen> 's stand hit animation
Trigger - Turn on door_hit_wolf <gen>
Animation - Play Villager 0008 <gen> 's stand 1 animation, using only Common animations
Animation - Lock Villager 0008 <gen> 's Head to face Goblin Land Mine 0045 <gen> , offset by ( 0 , 0 , 0.00 )
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display KEVIIIINN !!! Help me ! Where are you ? . Modify duration: Add 3.00 seconds and Wait
Wait 1.00 seconds
Animation - Play Porte salle 1598 <gen> 's stand animation
Unit - Order Villager 0008 <gen> to Move To . ((Position of Villager 0008 <gen>) offset by (0, -60.00))
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display Did this beast just give up ? . Modify duration: Add 2.00 seconds and Don't wait
Wait 1.00 seconds
Unit - Make Villager 0008 <gen> face Spirit Wolf 0039 <gen> over 1.00 seconds
Camera - . Apply . gg_cam_room_golem for Player 1 (Red) over 0.00 seconds
Wait 2.00 seconds
Trigger - Run golem_steps <gen> (ignoring conditions)
Unit - Order Golem de chair 0023 <gen> to Move To . (Center of room_golem <gen>)
Camera - Shake the camera for Player 1 (Red) with magnitude 0.50
Unit - Turn collision for Golem de chair 0023 <gen> Off .
Wait 1.50 seconds
Unit - Make Villager 0008 <gen> face Golem de chair 0023 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display What the . . . . Modify duration: Add 1.00 seconds and Don't wait
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Play screamwoman <gen>
Cinematic - Send transmission to (All players) from Villager 0002 <gen> named Jenny : Play No sound and display What the . . . Aaaaah ! . Modify duration: Add 2.00 seconds and Wait
Wait 1.00 seconds
Trigger - Run end_choice <gen> (ignoring conditions)
end demon
Events
Dialog - A dialog button is clicked for Choice
Conditions
(Clicked dialog button) Equal to yes
Actions
Dialog - Hide Choice for Player 1 (Red)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Environment - Set fog to style Linear , z-start 100.00 , z-end 2500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Sound - Play amb_haunt <gen>
Sound - Play RollingThunderinside <gen>
Sound - Play amb_building_rain <gen>
Destructible - Pick every destructible in end_bodies <gen> and do (Actions)
Loop - Actions
Destructible - Show (Picked destructible)
Animation - Play (Picked destructible) 's death animation
Unit - Move Villager 0009 <gen> instantly to (Center of end_corridor <gen>) , facing (Center of hall_jack <gen>)
Destructible - Open Porte salle 1013 <gen>
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Camera - . Apply . gg_cam_end_corpses_3 for Player 1 (Red) over 0.00 seconds
Wait 0.10 seconds
Camera - . Apply . gg_cam_corridor_2 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of end_hall <gen>)
Wait 7.00 seconds
Camera - . Apply . gg_cam_end_corridor for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_end_corridor_2 for Player 1 (Red) over 5.00 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination for Player 1 (Red) at (Random point in end_bodies <gen>) facing (Random angle) degrees
Unit - Explode (Last created unit) .
Wait until ((end_hall <gen> contains Villager 0009 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play Psychose_extract <gen>
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display No ! It can't be ! . Modify duration: Add 2.00 seconds and Don't wait
Camera - . Apply . gg_cam_end_corpses for Player 1 (Red) over 0 seconds
Wait 0.70 seconds
Camera - . Apply . gg_cam_end_corpses_2 for Player 1 (Red) over 0 seconds
Wait 0.70 seconds
Camera - . Apply . gg_cam_end_corpses_3 for Player 1 (Red) over 0.00 seconds
Wait 0.70 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of end_hall_bodies <gen>)
Wait until ((end_hall_bodies <gen> contains Villager 0009 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Order Villager 0009 <gen> to Stop .
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display They're all dead ! Aaaaah !!! . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_end_closeup for Player 1 (Red) over 0.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display They're all dead ! Aaaaah !!! Ah Ah Ah ! . Modify duration: Add 2.00 seconds and Wait
Camera - . Apply . gg_cam_end_spirits for Player 1 (Red) over 0 seconds
Animation - Play Villager 0009 <gen> 's stand ready animation
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Come, cursed souls ! Give me power ! . Modify duration: Add 2.00 seconds and Wait
Unit Group - Pick every unit in (Units of type Esprits) and do (Unhide (Picked unit))
Unit Group - Pick every unit in (Units of type Esprits) and do (Change (Picked unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency)
Unit - Change ownership of Villager 0009 <gen> to Neutral Passive and Retain color
Unit - Pause Villager 0009 <gen>
Unit - Order Esprits 0048 <gen> to Attack . Esprits 0058 <gen>
Unit - Order Esprits 0047 <gen> to Attack . Esprits 0057 <gen>
Wait 0.50 seconds
Unit - Order Esprits 0046 <gen> to Attack . Villager 0009 <gen>
Wait 0.50 seconds
Unit - Order Esprits 0049 <gen> to Attack . Esprits 0058 <gen>
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Villager 0009 <gen> using Abilities\Spells\Undead\FrostArmor\FrostArmorTarget.mdl
Camera - . Apply . gg_cam_end_closeup for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_end_morph for Player 1 (Red) over 4.50 seconds
Wait 1.00 seconds
For each (Integer A) from 1 to 20 , do (Actions)
Loop - Actions
Animation - Change Villager 0009 <gen> 's size to ( (110.00 + size) %, (110.00 + size) %, 110.00 %) of its original size
Wait 0.05 seconds
Set Variable Set size = (size + 1.00)
Unit Group - Pick every unit in (Units of type Esprits) and do (Remove (Picked unit) from the game)
Destructible - Create a B00E (Unexpected type: 'destructablecode') at (Center of end_hall_bodies <gen>) facing (Random angle) with scale 2.00 and variation 0
Sound - Play DarkSummoningTarget1 <gen>
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Animation - Play (Last created destructible) 's birth animation
Wait 1.00 seconds
Camera - . Apply . gg_cam_end_demon for Player 1 (Red) over 0.00 seconds
Wait 0.50 seconds
Special Effect - Create a special effect at (Center of end_hall_bodies <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Sound - Play UndeadBuildingDeathSmall <gen>
Destructible - Remove (Last created destructible)
Unit - Replace Villager 0009 <gen> with a Dreadlord using The old unit's relative life and mana
Unit - Change color of (Last replaced unit) to Maroon
Animation - Play (Last replaced unit) 's stand - 3 animation, using only Rare animations
Cinematic - Send transmission to (All players) from (Last replaced unit) named Jack : Play No sound and display Aaaah , I feel better ! . Modify duration: Add 2.00 seconds and Don't wait
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from (Last replaced unit) named Jack : Play No sound and display Now I am back in my true form with the help of these foolish mortals, . Modify duration: Add 4.00 seconds and Don't wait
Camera - . Apply . gg_cam_end_closeup for Player 1 (Red) over 0.00 seconds
Wait 4.00 seconds
Camera - . Apply . gg_cam_end_zoom_out for Player 1 (Red) over 9.00 seconds
Cinematic - Send transmission to (All players) from (Last replaced unit) named Jack : Play No sound and display Now I am back in my true form with the help of these foolish mortals, I can begin my invasion of this world, Muhahaha ! . Modify duration: Add 4.00 seconds and Don't wait
Animation - Play (Last replaced unit) 's spell slam animation
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Sound - Stop amb_building_rain <gen> After fading
Sound - Stop RollingThunderinside <gen> After fading
Wait 2.00 seconds
Trigger - Run credits <gen> (ignoring conditions)
end death
Events
Dialog - A dialog button is clicked for Choice
Conditions
(Clicked dialog button) Equal to no
Actions
Dialog - Hide Choice for Player 1 (Red)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Unit - Remove Villager 0000 <gen> from the game
Unit - Remove Villager 0002 <gen> from the game
Unit - Remove Peasant 0005 <gen> from the game
Unit - Remove Villager 0001 <gen> from the game
Environment - Set fog to style Linear , z-start 100.00 , z-end 2500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Sound - Play amb_haunt <gen>
Sound - Play RollingThunderinside <gen>
Sound - Play amb_building_rain <gen>
Destructible - Pick every destructible in end_bodies <gen> and do (Actions)
Loop - Actions
Destructible - Show (Picked destructible)
Animation - Play (Picked destructible) 's death animation
Unit - Move Villager 0009 <gen> instantly to (Center of end_corridor <gen>) , facing (Center of hall_jack <gen>)
Destructible - Open Porte salle 1013 <gen>
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Camera - . Apply . gg_cam_end_corpses_3 for Player 1 (Red) over 0.00 seconds
Wait 0.10 seconds
Camera - . Apply . gg_cam_corridor_2 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of end_hall <gen>)
Wait 7.00 seconds
Camera - . Apply . gg_cam_end_corridor for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_end_corridor_2 for Player 1 (Red) over 5.00 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination for Player 1 (Red) at (Random point in end_bodies <gen>) facing (Random angle) degrees
Unit - Explode (Last created unit) .
Wait until ((end_hall <gen> contains Villager 0009 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play Psychose_extract <gen> at 100 % volume, skipping the first 10.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display No ! It can't be ! . Modify duration: Add 2.00 seconds and Don't wait
Camera - . Apply . gg_cam_end_corpses for Player 1 (Red) over 0 seconds
Wait 0.70 seconds
Camera - . Apply . gg_cam_end_corpses_2 for Player 1 (Red) over 0 seconds
Wait 0.70 seconds
Camera - . Apply . gg_cam_end_corpses_3 for Player 1 (Red) over 0.00 seconds
Wait 0.70 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of end_hall_bodies <gen>)
Wait until ((end_hall_bodies <gen> contains Villager 0009 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Order Villager 0009 <gen> to Stop .
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display They're all dead ! Aaaaah !!! . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_end_closeup for Player 1 (Red) over 0.00 seconds
Animation - Lock Villager 0009 <gen> 's Head to face Burrowed Crypt Fiend 0051 <gen> , offset by ( 0 , 0 , 45.00 )
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display It's my fault ! I had the idea of coming here . . . . Modify duration: Add 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display I must get out of here and advise the villagers ! . Modify duration: Add 3.00 seconds and Wait
Camera - . Apply . gg_cam_hall_2 for Player 1 (Red) over 0 seconds
Unit - Order Villager 0009 <gen> to Move To . (Center of end_exit <gen>)
Camera - . Apply . gg_cam_intro_entry for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_end2_entry for Player 1 (Red) over 5.00 seconds
Unit - Order Villager 0004 <gen> to Move To . (Center of end_entry <gen>)
Wait 5.00 seconds
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_end2_forest_1 for Player 1 (Red) over 0 seconds
Unit - Move Villager 0004 <gen> instantly to (Center of end_forest <gen>)
Unit - Order Villager 0004 <gen> to Move To . (Center of end_forest_2 <gen>)
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Play 16___The_Chase_extract <gen>
Wait 2.00 seconds
Sound - Play FreakyForest1 <gen>
Camera - . Apply . gg_cam_end2_forest_2 for Player 1 (Red) over 5.00 seconds
Wait until ((end_forest_2 <gen> contains Villager 0004 <gen>) Equal to True) , checking every 0.10 seconds
Unit - Order Villager 0004 <gen> to Move To . (Center of end_forest_3 <gen>)
Camera - Lock camera target for Player 1 (Red) to Villager 0004 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Order Gargoyle 0055 <gen> to Move To . (Center of end_forest_3 <gen>)
Wait until ((end_forest_3 <gen> contains Villager 0004 <gen>) Equal to True) , checking every 0.10 seconds
Sound - Play GargoyleWhat2 <gen>
Camera - . Apply . gg_cam_end2_forest_3 for Player 1 (Red) over 0.00 seconds
Unit - Order Villager 0004 <gen> to Move To . (Center of end_forest_4 <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of end_forest_4 <gen>) over 22.00 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 1.00
Wait 1.00 seconds
Sound - Play PeasantWarcry1 <gen>
Sound - Play thndr_cls <gen>
Animation - Play the stand animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 2000.00 , z-end 3500.00 , density 0 and color ( 70.00 %, 70.00 %, 100.00 %)
Wait 0.50 seconds
Animation - Play the death animation for all doodads of type D008 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 100.00 , z-end 2500.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Wait 3.00 seconds
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Unit - Move Villager 0004 <gen> instantly to (Center of end_forest_4 <gen>)
Camera - . Apply . gg_cam_end2_village_high for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_end2_village for Player 1 (Red) over 4.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display At last ! The village ! . Modify duration: Add 2.00 seconds and Wait
Unit - Order Villager 0004 <gen> to Move To . (Center of end_knight <gen>)
Camera - . Apply . gg_cam_end2_village_knight for Player 1 (Red) over 10.00 seconds
Wait 7.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Please, sir ! Help me, my friends have been killed by . . . . Modify duration: Add 3.00 seconds and Don't wait
Wait until ((end_knight <gen> contains Villager 0004 <gen>) Equal to True) , checking every 0.10 seconds
Camera - . Apply . gg_cam_end2_knight_head for Player 1 (Red) over 0.00 seconds
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Sir ? . Modify duration: Add 1.00 seconds and Don't wait
Wait 1.00 seconds
Sound - Play GhoulYes3 <gen>
Unit - Make Chevalier mort 0050 <gen> face 25.00 over 0.50 seconds
Wait 0.50 seconds
Sound - Play thndr_cls3 <gen>
Animation - Lock Chevalier mort 0050 <gen> 's Head to face Villager 0004 <gen> , offset by ( 0 , 0 , 90.00 )
Cinematic - Send transmission to (All players) from Villager 0004 <gen> named Jack : Play No sound and display Oh, crap ! . Modify duration: Add 1.00 seconds and Don't wait
Cinematic - Fade out over 0.30 seconds using texture White Mask and color ( 70.00 %, 70.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Cinematic - Fade in over 0.30 seconds using texture White Mask and color ( 70.00 %, 70.00 %, 100.00 %) with 0 % transparency
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 70.00 % transparency
Unit Group - Pick every unit in (Units of type Ghoul) and do (Unhide (Picked unit))
Wait 0.50 seconds
Camera - . Apply . gg_cam_end2_village_zoom_out for Player 1 (Red) over 5.00 seconds
Wait 3.00 seconds
Unit Group - Pick every unit in (Units of type Ghoul) and do (Order (Picked unit) to Move To.(Center of end_knight <gen>))
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Sound - Play VarimathrasPissed8 <gen>
Wait for VarimathrasPissed8 <gen> to be 6.00 seconds from finished playing
Sound - Stop VarimathrasPissed8 <gen> Immediately
Trigger - Run credits <gen> (ignoring conditions)
credits
Events
Conditions
Actions
Trigger - Turn off scary_sounds <gen>
Camera - . Apply . gg_cam_intro_castle for Player 1 (Red) over 0 seconds
Animation - Play the stand animation for all doodads of type D002 (Unexpected type: 'doodadcode') within (Playable map area) .
Environment - Set fog to style Linear , z-start 100.00 , z-end 5000.00 , density 0 and color ( 0.00 %, 0.00 %, 0.00 %)
Sound - Play amb_nightfrst <gen>
Sound - Play al_wt_rainhard1 <gen>
Sound - Play RollingThunder <gen>
Sound - Play Thriller_extract <gen>
Trigger - Run karaoke <gen> (ignoring conditions)
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Floating Text - Create floating text that reads The mansion at (Center of credits <gen>) with Z offset 800.00 , using font size 40.00 , color ( 100 %, 80.00 %, 40.00 %), and 0 % transparency
Floating Text - Create floating text that reads Created by Armelior at (Center of credits <gen>) with Z offset 650.00 , using font size 20.00 , color ( 100 %, 50.00 %, 50.00 %), and 0 % transparency
Floating Text - Create floating text that reads for the Map'n'Mods cinematic contest at (Center of credits <gen>) with Z offset 530.00 , using font size 10.00 , color ( 100 %, 50.00 %, 50.00 %), and 0 % transparency
Wait 2.00 seconds
Floating Text - Create floating text that reads Credits at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 20.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Wait 2.00 seconds
Floating Text - Create floating text that reads Custom models : at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Wait 3.00 seconds
Floating Text - Create floating text that reads Eerie fog : Born²modificateIron fence : Illidan(Evil)XIndoor doodads : NasrudinNerubian stinger : alfredx_sotnNazgul rider : OlofmolemanHand torch and Door : Rao Dao ZaoIllidan without weapon : krakouLight : Mc! at (Center of intro_enter <gen>) with Z offset 500.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 8.00 seconds
Floating Text - Create floating text that reads Cityscape stairs, Arched door and window, Elf house and tower, fireplace : ReinlessWaterfallFX : BusterStairs (Stone) : ???Dead trees : ???Sapin : eXn (I think)Elveswood : Mordrag (I think)lightningboltx : ??? at (Center of intro_enter <gen>) with Z offset 500.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 9.00 seconds
Floating Text - Create floating text that reads Custom skins : at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 2.50 seconds
Floating Text - Create floating text that reads Villagers skins : Dmitry RommelIllidan evil gargoyle skin : THE_END, edited by TSGRuins staircase : ???Web tileset : Thunder MareWeb white : TSG at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 8.00 seconds
Floating Text - Create floating text that reads Custom sounds taken from : at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 2.00 seconds
Floating Text - Create floating text that reads -Neverwinter nights-Morrowind-Syberia-http://www.findsounds.com at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 8.00 seconds
Floating Text - Create floating text that reads Custom musics : at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 3.00 seconds
Floating Text - Create floating text that reads -various themes from "Sleepy Hollow" by Danny Elfman-theme from "Psychose" by Bernard Hermann-credits music : "Thriller" by Michael Jackson at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 8.00 seconds
Floating Text - Create floating text that reads I would like to thank the warcraft modding community : at (Center of intro_enter <gen>) with Z offset 700.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 3.00 seconds
Floating Text - Create floating text that reads -http://www.wc3sear.ch/-http://www.dwarfcampaign.com/-http://www.wc3campaigns.net/and special thanks to all of you guys from http://www.aeriesguard.com for the feedback and ideas for improving ;-) at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 3.00 seconds
Floating Text - Create floating text that reads ... and of course, Warnicro and http://maps.worldofwar.net/ for this (so expected) cinematic contest at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 10.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 8.00 seconds
Floating Text - Create floating text that reads Special thanks to Blizzard, without them this map surely would not exist ^^ at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 15.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90 degrees
Wait 15.00 seconds
Floating Text - Create floating text that reads I hope you enjoyed watching this ! at (Center of intro_enter <gen>) with Z offset 600.00 , using font size 20.00 , color ( 40.00 %, 80.00 %, 100.00 %), and 0 % transparency
Wait 4.00 seconds
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
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