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Triggers
Tournament 2005.w3x
Variables
Initialization
Stop doodads
Initialization
Last preparations
Effects
Aplause
Death Knight Hit Tree
Frost Traps
Fire Traps
Die Treants
Die Treants 2
Testing
STOP IT
Begining
Narrator
Intro 1
Intro 2
Interviews
Opening
Let The Tournament Begin
Duels
Round 1 Narrator
Round 1 Prepare
Round 1
Round 2 Narrator
Round 2 Prepare
Round 2
Final Narrator
Final Prepare
Final Round
Final Round Continues
The End
Ending
Credits
Name
Type
is_array
initial_value
All_Units
group
No
competitors
group
No
Forest
unit
No
Humans
group
No
Late_Humans
group
No
Opening_Competitors
group
No
Orcs
group
No
Sir_Footman
unit
No
Stop doodads
Events
Map initialization
Conditions
Actions
Animation - Play the Death animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within (Entire map) .
Animation - Play the Death animation for all doodads of type YOr2 (Unexpected type: 'doodadcode') within (Entire map) .
Animation - Play the Death animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within (Entire map) .
Initialization
Events
Map initialization
Conditions
Actions
Sound - Use the Northrend nighttime ambient theme
Sound - Play Wind <gen>
Game - Set the time of day to 12.00
Game - Set time of day speed to 0.00 % of the default speed
Environment - Set sky to Blizzard Sky
Sound - Set music volume to 0.00 %
Environment - Create at (Entire map) the weather effect Northrend Blizzard
Environment - Turn (Last created weather effect) On
-------- HIDE UNITS --------
Unit Group - Pick every unit in (Units in Opening_competitors <gen>) and do (Add (Picked unit) to Opening_Competitors)
Unit Group - Pick every unit in Opening_Competitors and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units in Humans <gen>) and do (Add (Picked unit) to Humans)
Unit Group - Pick every unit in Humans and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units in Orcs <gen>) and do (Add (Picked unit) to Orcs)
Unit Group - Pick every unit in Orcs and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units in Competitors <gen>) and do (Add (Picked unit) to competitors)
Unit Group - Pick every unit in competitors and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units in Construction_site <gen>) and do (Hide (Picked unit))
Unit Group - Pick every unit in (Units in Treants_1 <gen>) and do (Hide (Picked unit))
Unit - Hide Narrator 0176 <gen>
Unit - Hide Narrator 0183 <gen>
Unit - Hide Horse of BBC 0181 <gen>
Unit - Hide Sir Footman 0177 <gen>
Unit - Hide Projectile 0178 <gen>
Destructible - Pick every destructible in Construction_site <gen> and do (Actions)
Loop - Actions
Destructible - Hide (Picked destructible)
Last preparations
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out over 0.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Aplause
Events
Conditions
Actions
Unit Group - Pick every unit in Orcs and do (Play (Picked unit)'s stand victory animation, using only Common animations)
Unit Group - Pick every unit in Humans and do (Play (Picked unit)'s stand victory animation, using only Common animations)
Unit Group - Pick every unit in (Units in Humans <gen> matching ((Unit-type of (Matching unit)) Equal to Spellbreaker)) and do (Play (Picked unit)'s stand ready animation, using only Common animations)
Unit Group - Pick every unit in (Units in Humans <gen> matching ((Unit-type of (Matching unit)) Equal to Rifleman)) and do (Play (Picked unit)'s spell animation, using only Common animations)
Death Knight Hit Tree
Events
Unit - A unit enters Death_Knight_Die <gen>
Conditions
(Entering unit) Equal to Death Knight 0162 <gen>
Actions
Unit - Remove Death Knight 0162 <gen> from the game
Unit - Create 1 . Knight for Player 1 (Red) at (Position of Death Knight 0162 <gen>) facing (Facing of Death Knight 0162 <gen>) degrees
Unit - Explode (Last created unit) .
Animation - Change Summer Tree 0001 <gen> 's animation speed to 100 % of its original speed
Animation - Play Summer Tree 0001 <gen> 's stand hit animation
Animation - Queue Summer Tree 0001 <gen> 's stand hit animation
Animation - Queue Summer Tree 0001 <gen> 's stand animation
Frost Traps
Events
Conditions
Actions
Animation - Play the stand animation for all doodads of type YOr2 (Unexpected type: 'doodadcode') within (Entire map) .
Wait 1.50 seconds
Animation - Play the Death animation for all doodads of type YOr2 (Unexpected type: 'doodadcode') within (Entire map) .
Fire Traps
Events
Conditions
Actions
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within (Entire map) .
Wait 1.50 seconds
Animation - Play the death animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within (Entire map) .
Die Treants
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Treant
Actions
Sound - Play TreeFall1 <gen>
Trigger - Turn off (This trigger)
Trigger - Turn on Die_Treants_2 <gen>
Die Treants 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Treant
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Die_Treants <gen>
Sound - Play TreeFall2 <gen>
STOP IT
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: There's more you know?
Narrator
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Sound - Play Music <gen>
Camera - . Apply . gg_cam_Narrator_1A for Player 1 (Red) over 0.00 seconds
Wait 0.10 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Camera - . Apply . gg_cam_Narrator_1B for Player 1 (Red) over 7.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Narrator_1B for Player 1 (Red) over 2.00 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0093 <gen> , offset by ( 0 , 0 , 120.00 )
Wait 2 seconds
Camera - . Apply . gg_cam_Narrator_1C for Player 1 (Red) over 1.00 seconds
Animation - Play Narrator 0073 <gen> 's Stand talk first animation
Animation - Queue Narrator 0073 <gen> 's Stand talk second animation
Animation - Queue Narrator 0073 <gen> 's Stand talk third animation
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Hello and welcome to Tournament 2005! . Modify duration: Add 3.50 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Not even a snowstorm can stop our today's competitors from fighting to death. . Modify duration: Add 4.50 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display We have some time before they get prepared, so have a brief look at the stadium, while I get a hot cup of tea... . Modify duration: Add 5.00 seconds and Wait
Unit - Order Narrator 0073 <gen> to Move To . (Center of Narrator_Interview_1 <gen>)
Sound - Stop Music <gen> After fading
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Intro_1 <gen> (checking conditions)
Intro 1
Events
Conditions
Actions
Sound - Play Music_Intro <gen>
Unit Group - Pick every unit in (Random 40 units from Humans) and do (Unhide (Picked unit))
Unit Group - Pick every unit in (Random 100 units from Orcs) and do (Unhide (Picked unit))
Trigger - Run Aplause <gen> (checking conditions)
Camera - . Apply . gg_cam_Humans_1A for Player 1 (Red) over 0 seconds
Unit Group - Pick every unit in (Units in Late_humans <gen>) and do (Order (Picked unit) to Move To.(Random point in Late_humans_1 <gen>))
Unit Group - Pick every unit in (Units in Late_humans <gen>) and do (Add (Picked unit) to Late_Humans)
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.80 seconds
Camera - . Apply . gg_cam_Humans_1B for Player 1 (Red) over 0.60 seconds
Wait 2.00 seconds
Camera - . Apply . gg_cam_Humans_1A for Player 1 (Red) over 1.00 seconds
Wait 1.60 seconds
Camera - . Apply . gg_cam_Humans_1C for Player 1 (Red) over 2.50 seconds
Wait 2.30 seconds
Camera - . Apply . gg_cam_Humans_1D for Player 1 (Red) over 5.20 seconds
Wait 6.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in Late_Humans and do (Hide (Picked unit))
Camera - . Apply . gg_cam_Orcs_1A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Orcs_1B for Player 1 (Red) over 7.00 seconds
Unit Group - Pick every unit in (Random 1000 units from Humans) and do (Unhide (Picked unit))
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 6.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in Late_Humans and do (Remove (Triggering unit) from the game)
Camera - . Apply . gg_cam_Sir_Footman_1A for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.50 seconds
Unit - Make Sir Footman 0039 <gen> face Target 0088 <gen> over 0.20 seconds
Camera - . Apply . gg_cam_Sir_Footman_2B for Player 1 (Red) over 5.00 seconds
Wait 0.70 seconds
Unit - Order Sir Footman 0039 <gen> to Move To . (Center of Sir_Footman_1 <gen>)
Wait 1.10 seconds
Unit - Make Sir Footman 0039 <gen> face Target 0088 <gen> over 0.20 seconds
Wait 0.20 seconds
Animation - Play Sir Footman 0039 <gen> 's stand victory animation
Wait 3.60 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Intro_2 <gen> (checking conditions)
Intro 2
Events
Conditions
Actions
Camera - . Apply . gg_cam_Humans_2A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Humans_2B for Player 1 (Red) over 7.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 6.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - . Apply . gg_cam_Tracks_1A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Tracks_1B for Player 1 (Red) over 10.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 8.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - . Apply . gg_cam_Statue_1A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Statue_1B for Player 1 (Red) over 6.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Interviews <gen> (checking conditions)
Interviews
Events
Conditions
Actions
Unit Group - Pick every unit in competitors and do (Unhide (Picked unit))
Unit - Make Narrator 0073 <gen> face Target 0150 <gen> over 0 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 120.00 )
Camera - . Apply . gg_cam_Interview_1 for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.50 seconds
Animation - Play Narrator 0073 <gen> 's Stand talk third animation
Unit - Order Gorr the Slayer 0140 <gen> to Move To . (Center of Competitor_Interview_1 <gen>)
Unit - Order Wolf 0151 <gen> to Move To . (Center of Horse_Interview_1 <gen>)
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display And our first competitor is Gorr the Slayer. . Modify duration: Set to 2.00 seconds and Wait
Animation - Lock Narrator 0073 <gen> 's Head to face Gorr the Slayer 0140 <gen> , offset by ( 0 , 0 , 120.00 )
Unit - Make Narrator 0073 <gen> face (Center of Competitor_Interview_1 <gen>) over 0.30 seconds
Wait 0.20 seconds
Wait until ((Competitor_Interview_1 <gen> contains Gorr the Slayer 0140 <gen>) Equal to True) , checking every 0.30 seconds
Do nothing
-------- Gorr the Slayer --------
Do nothing
Wait 0.50 seconds
Animation - Lock Gorr the Slayer 0140 <gen> 's Head to face Narrator 0073 <gen> , offset by ( 0 , 0 , 120.00 )
Animation - Lock Wolf 0151 <gen> 's Head to face Narrator 0073 <gen> , offset by ( 0 , 0 , 120.00 )
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Gorr, your brother was killed last year by Sir Footman, right? . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Gorr the Slayer 0140 <gen> named Gorr the Slayer : Play Gorr_Yes <gen> and display Yes. . Modify duration: Add 0.60 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display ...and you are here to avenge him? . Modify duration: Add 3.00 seconds and Don't wait
Wait 3.00 seconds
Cinematic - Send transmission to (All players) from Gorr the Slayer 0140 <gen> named Gorr the Slayer : Play Gorr_ok <gen> and display Ok, I'll try. . Modify duration: Set to 0.60 seconds and Wait
Animation - Reset Wolf 0151 <gen> 's body-part facing
Cinematic - Send transmission to (All players) from Gorr the Slayer 0140 <gen> named Gorr the Slayer : Play Gorr_will_try <gen> and display Ok, I'll try. . Modify duration: Add 0.86 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display You don't have to avenge him just beacause I told you to... . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Gorr the Slayer 0140 <gen> named Gorr the Slayer : Play Gorr_why_not <gen> and display Why not? Kill him! . Modify duration: Set to 0.60 seconds and Wait
Animation - Play Gorr the Slayer 0140 <gen> 's spell animation
Animation - Queue Gorr the Slayer 0140 <gen> 's stand animation
Cinematic - Send transmission to (All players) from Gorr the Slayer 0140 <gen> named Gorr the Slayer : Play Gorr_Kill_him <gen> and display Why not? Kill him! . Modify duration: Add 0.80 seconds and Wait
Unit - Order Gorr the Slayer 0140 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Wait 0.30 seconds
Unit - Order Wolf 0151 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Unit - Make Narrator 0073 <gen> face Target 0150 <gen> over 0.30 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 120.00 )
Unit - Order Billy-Bob Carter 0152 <gen> to Move To . (Center of Competitor_Interview_1 <gen>)
Unit - Order Horse of BBC 0153 <gen> to Move To . (Center of Horse_Interview_1 <gen>)
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Oops... ehm... at least the fight will be more interesting. . Modify duration: Set to 2.70 seconds and Wait
Unit - Remove Wolf 0151 <gen> from the game
Unit - Remove Gorr the Slayer 0140 <gen> from the game
Unit - Make Narrator 0073 <gen> face (Center of Competitor_Interview_1 <gen>) over 0.30 seconds
Wait 0.20 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Billy-Bob Carter 0152 <gen> , offset by ( 0 , 0 , 120.00 )
Wait 1.00 seconds
Do nothing
-------- Billy-Bob Carter --------
Do nothing
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Billy-Bob Carter! He's either very brave, or very... . Modify duration: Add 2.40 seconds and Wait
Animation - Lock Billy-Bob Carter 0152 <gen> 's Head to face Narrator 0073 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0152 <gen> named Billy-Bob Carter : Play BBC_What <gen> and display What? . Modify duration: Add 0.30 seconds and Wait
Sound - Play KnightNoRiderWhat3 <gen>
Wait 0.50 seconds
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Nothing. It's just that you were the weakest competitor last year... . Modify duration: Add 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0152 <gen> named Billy-Bob Carter : Play BBC_If_you_want <gen> and display If you want. . Modify duration: Add 0.84 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Don't be sad. I wish you better luck this year. . Modify duration: Add 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0152 <gen> named Billy-Bob Carter : Play BBC_Off_I_Go <gen> and display Off I go then... . Modify duration: Add 1.10 seconds and Wait
Animation - Reset Billy-Bob Carter 0152 <gen> 's body-part facing
Unit - Order Billy-Bob Carter 0152 <gen> to Move To . (Center of BBC_Interview_2 <gen>)
Unit - Make Narrator 0073 <gen> face Target 0150 <gen> over 0.20 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 120.00 )
Wait 2.00 seconds
Unit - Order Horse of BBC 0153 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Sound - Play KnightNoRiderWhat2 <gen>
Wait 1.00 seconds
Unit - Order Billy-Bob Carter 0152 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Wait 2.50 seconds
Unit - Order Keeper of the Grove 0154 <gen> to Move To . (Center of Competitor_Interview_1 <gen>)
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Poor guy... . Modify duration: Set to 1.00 seconds and Don't wait
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0169 <gen> , offset by ( 0 , 0 , 20.00 )
Wait 0.10 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0168 <gen> , offset by ( 0 , 0 , 10.00 )
Wait 0.10 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0169 <gen> , offset by ( 0 , 0 , 20.00 )
Wait 0.10 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0168 <gen> , offset by ( 0 , 0 , 10.00 )
Wait 0.10 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 120.00 )
Wait 0.60 seconds
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display He doesen't stand a chance... . Modify duration: Set to 4.00 seconds and Don't wait
Wait 1.00 seconds
Do nothing
-------- Forest --------
Do nothing
Wait 3.70 seconds
Animation - Lock Keeper of the Grove 0154 <gen> 's Head to face Narrator 0073 <gen> , offset by ( 0 , 0 , 120.00 )
Animation - Lock Narrator 0073 <gen> 's Head to face Keeper of the Grove 0154 <gen> , offset by ( 0 , 0 , 120.00 )
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display I've never seen anyone like you before. Who are you? . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Keeper of the Grove 0154 <gen> named Forest : Play Forest <gen> and display I am Forest. . Modify duration: Add 1.70 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Mr. Forest, you'll need a horse or some... . Modify duration: Set to 2.80 seconds and Don't wait
Wait 0.60 seconds
Animation - Play Keeper of the Grove 0154 <gen> 's spell animation
Wait 2.20 seconds
Animation - Play the stand animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within Competitor_Interview_1 <gen> .
Sound - Play Lightning <gen>
Unit - Replace Keeper of the Grove 0154 <gen> with a Keeper of the Forest using The old unit's relative life and mana
Set Variable Set Forest = (Last replaced unit)
Wait 0.50 seconds
Animation - Play the death animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within Competitor_Interview_1 <gen> .
Animation - Play Forest 's spell animation
Animation - Queue Forest 's stand animation
Cinematic - Send transmission to (All players) from Forest named Forest : Play Forest_Let_Battle_be_joined <gen> and display Let battle be joined! . Modify duration: Add 3.20 seconds and Wait
Unit - Order Forest to Move To . (Center of Competitors_Interview_2 <gen>)
Animation - Lock Narrator 0073 <gen> 's Head to face Forest , offset by ( 0 , 0 , 120.00 )
Wait 0.30 seconds
Unit - Order Death Knight 0155 <gen> to Move To . (Center of Competitor_Interview_1 <gen>)
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 90.00 )
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display It seems to me that the competitors are getting more bizzare each year... . Modify duration: Set to 2.70 seconds and Wait
Do nothing
-------- Death Knight --------
Do nothing
Wait 2.80 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Death Knight 0155 <gen> , offset by ( 0 , 0 , 120.00 )
Animation - Lock Death Knight 0155 <gen> 's Head to face Narrator 0073 <gen> , offset by ( 0 , 0 , 90.00 )
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Welcome to the Tournament. What is your name? . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Death Knight 0155 <gen> named Death Knight : Play DK_Horseman <gen> and display I am the one horseman of the Apocalipse! . Modify duration: Set to 3.20 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Ok, and which one? . Modify duration: Add 2.20 seconds and Wait
Cinematic - Send transmission to (All players) from Death Knight 0155 <gen> named Death Knight : Play DK_Death <gen> and display Death! . Modify duration: Set to 0.90 seconds and Wait
Wait 0.30 seconds
Sound - Play DK_Hia <gen>
Unit - Order Death Knight 0155 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Sound - Play Horse <gen>
Wait 1.00 seconds
Unit - Make Narrator 0073 <gen> face Target 0150 <gen> over 0.20 seconds
Animation - Lock Narrator 0073 <gen> 's Head to face Target 0150 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display That guy gives me the creeps... . Modify duration: Add 1.20 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0073 <gen> named Narrator : Play No sound and display Anyway, it's time for the opening ceremony! . Modify duration: Set to 2.50 seconds and Wait
Unit - Order Narrator 0073 <gen> to Move To . (Center of Competitors_Interview_2 <gen>)
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Opening <gen> (checking conditions)
Opening
Events
Conditions
Actions
Unit - Move Narrator 0073 <gen> instantly to (Center of BBC_Interview_2 <gen>) , facing (Position of Witch Doctor 0118 <gen>)
Unit Group - Pick every unit in competitors and do (Remove (Picked unit) from the game)
Unit - Remove Forest from the game
Sound - Play Opening_Music <gen>
Unit Group - Pick every unit in Opening_Competitors and do (Unhide (Picked unit))
Animation - Play Death Knight 0162 <gen> 's Stand Ready animation
Animation - Play Horse of BBC 0164 <gen> 's Stand Ready animation
Animation - Play Billy-Bob Carter 0165 <gen> 's Stand Ready animation
Animation - Play Gorr the Slayer 0163 <gen> 's Stand Victory animation
Animation - Play Keeper of the Forest 0161 <gen> 's Stand Ready animation
Unit - Move Sir Footman 0039 <gen> instantly to (Center of Sir_Footman_2 <gen>) , facing (Position of Target 0088 <gen>)
Animation - Play Sir Footman 0039 <gen> 's Stand Victory animation
Camera - . Apply . gg_cam_Opening_1A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Opening_1B for Player 1 (Red) over 7.00 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 7.00 seconds
Cinematic - Fade out over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.50 seconds
Camera - . Apply . gg_cam_Opening_2B for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Opening_2A for Player 1 (Red) over 8.00 seconds
Trigger - Run Frost_Traps <gen> (checking conditions)
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Animation - Reset Gorr the Slayer 0163 <gen> 's animation
Wait 1.00 seconds
Unit - Order Keeper of the Forest 0161 <gen> to Move To . (Center of Forest <gen>)
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Garr_the_Destroyer <gen>)
Unit - Order Death Knight 0162 <gen> to Move To . (Center of Death_Knight <gen>)
Unit - Order Billy-Bob Carter 0165 <gen> to Move To . (Center of BBC <gen>)
Unit - Order Horse of BBC 0164 <gen> to Move To . (Center of BBC_Horse <gen>)
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_A1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_A2 <gen> .
Wait 0.50 seconds
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_B1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_B2 <gen> .
Wait 0.50 seconds
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_C1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_C2 <gen> .
Wait 0.50 seconds
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_D1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_D2 <gen> .
Wait 0.50 seconds
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_E1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_E2 <gen> .
Wait 0.50 seconds
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_F1 <gen> .
Animation - Play the stand animation for all doodads of type YOf2 (Unexpected type: 'doodadcode') within Fire_F2 <gen> .
Trigger - Run Fire_Traps <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Run Frost_Traps <gen> (checking conditions)
Trigger - Run Fire_Traps <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Run Fire_Traps <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Run Fire_Traps <gen> (checking conditions)
Trigger - Run Frost_Traps <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Run Fire_Traps <gen> (checking conditions)
Trigger - Run Frost_Traps <gen> (checking conditions)
Wait 0.50 seconds
Cinematic - Fade out over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.50 seconds
Unit - Move Death Knight 0162 <gen> instantly to (Center of Death_Knight <gen>) , facing 180.00 degrees
Unit - Move Horse of BBC 0164 <gen> instantly to (Center of BBC_Horse <gen>) , facing 180.00 degrees
Unit - Move Billy-Bob Carter 0165 <gen> instantly to (Center of BBC <gen>) , facing 180.00 degrees
Unit - Move Keeper of the Forest 0161 <gen> instantly to (Center of Forest <gen>) , facing 0.00 degrees
Unit - Move Gorr the Slayer 0163 <gen> instantly to (Center of Garr_the_Destroyer <gen>) , facing 0.00 degrees
Camera - . Apply . gg_cam_Opening_3A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Opening_3B for Player 1 (Red) over 5.00 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 4.50 seconds
Cinematic - Fade out over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.50 seconds
Camera - . Apply . gg_cam_Opening_4A for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Opening_4B for Player 1 (Red) over 5.00 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 4.50 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Let_The_Tournament_Begin <gen> (checking conditions)
Let The Tournament Begin
Events
Conditions
Actions
Animation - Reset Sir Footman 0039 <gen> 's animation
Camera - . Apply . gg_cam_Let_The_Tournament_Begin for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.70 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Gorr the Slayer 0163 <gen> , offset by ( 0 , 0 , 10.00 )
Wait 0.50 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Billy-Bob Carter 0165 <gen> , offset by ( 0 , 0 , 10.00 )
Wait 0.50 seconds
Animation - Reset Sir Footman 0039 <gen> 's body-part facing
Cinematic - Send transmission to (All players) from Sir Footman 0039 <gen> named Sir Footman : Play No sound and display Let the Tournament begin! . Modify duration: Set to 2.00 seconds and Don't wait
Wait 1.00 seconds
Animation - Play Sir Footman 0039 <gen> 's stand victory animation
Animation - Queue Sir Footman 0039 <gen> 's stand animation
Wait 1.00 seconds
Cinematic - Fade out over 0.20 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.20 seconds
Trigger - Run Round_1_Narrator <gen> (checking conditions)
Round 1 Narrator
Events
Conditions
Actions
Unit - Hide Narrator 0073 <gen>
Unit - Unhide Narrator 0166 <gen>
Camera - . Apply . gg_cam_Narrator_Commenting for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Animation - Queue Narrator 0166 <gen> 's stand talk third animation
Animation - Queue Narrator 0166 <gen> 's stand talk first animation
Animation - Queue Narrator 0166 <gen> 's stand talk third animation
Cinematic - Send transmission to (All players) from Narrator 0166 <gen> named Narrator : Play No sound and display Everything is ready, so let's watch the first duel. . Modify duration: Set to 3.80 seconds and Wait
Sound - Stop Opening_Music <gen> After fading
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Round_1_Prepare <gen> (checking conditions)
Round 1 Prepare
Events
Conditions
Actions
Sound - Play Round_Prepare <gen>
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Animation - Play Keeper of the Forest 0161 <gen> 's stand ready animation
Camera - . Apply . gg_cam_Prepare_Forest_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Prepare_Forest_2 for Player 1 (Red) over 7.00 seconds
Wait 1.00 seconds
Game - Display to (All players) for 30 seconds the text: ROUND 1 Forest VS Death Knight
Wait 6.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.90 seconds
Animation - Play Death Knight 0162 <gen> 's stand ready animation
Camera - . Apply . gg_cam_Prepare_Death_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Prepare_Death_2 for Player 1 (Red) over 7.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.60 seconds
Animation - Lock Death Knight 0162 <gen> 's Head to face Target 0171 <gen> , offset by ( 0 , 0 , 90 )
Wait 1.70 seconds
Animation - Reset Death Knight 0162 <gen> 's body-part facing
Wait 1.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Stop Round_Prepare <gen> After fading
Camera - . Apply . gg_cam_Start_Sir_Footman_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Start_Sir_Footman_2 for Player 1 (Red) over 6.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Send transmission to (All players) from Sir Footman 0039 <gen> named Sir Footman : Play No sound and display Ready? . Modify duration: Set to 2.00 seconds and Don't wait
Wait 0.50 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Gorr the Slayer 0163 <gen> , offset by ( 0 , 0 , 50.00 )
Wait 0.50 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Billy-Bob Carter 0165 <gen> , offset by ( 0 , 0 , 50.00 )
Wait 0.50 seconds
Animation - Reset Sir Footman 0039 <gen> 's body-part facing
Wait 0.50 seconds
Animation - Play Sir Footman 0039 <gen> 's attack defend animation
Animation - Queue Sir Footman 0039 <gen> 's stand animation
Cinematic - Send transmission to (All players) from Sir Footman 0039 <gen> named Sir Footman : Play SF_Attack <gen> and display Attack! . Modify duration: Set to 1.10 seconds and Wait
Trigger - Run Round_1 <gen> (checking conditions)
Round 1
Events
Conditions
Actions
Sound - Play Fight_Music <gen>
Camera - . Apply . gg_cam_Round_1_Death_1 for Player 1 (Red) over 0 seconds
Animation - Play Death Knight 0162 <gen> 's spell animation
Animation - Queue Death Knight 0162 <gen> 's stand animation
Cinematic - Send transmission to (All players) from Death Knight 0162 <gen> named Death Knight : Play DK_At_last <gen> and display At last! . Modify duration: Set to 1.70 seconds and Wait
Sound - Play DK_Hia <gen>
Unit - Order Death Knight 0162 <gen> to Move To . (Center of Forest <gen>)
Sound - Play Horse <gen>
Wait 0.90 seconds
Camera - . Apply . gg_cam_Round_1_Death_2 for Player 1 (Red) over 0.30 seconds
Wait 1.50 seconds
Camera - . Apply . gg_cam_Round_1_Forest_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Round_1_Forest_2 for Player 1 (Red) over 5.00 seconds
Animation - Play Keeper of the Forest 0161 <gen> 's spell animation
Animation - Queue Keeper of the Forest 0161 <gen> 's spell animation
Animation - Queue Keeper of the Forest 0161 <gen> 's spell animation
Animation - Queue Keeper of the Forest 0161 <gen> 's spell animation
Cinematic - Send transmission to (All players) from Keeper of the Forest 0161 <gen> named Forest : Play Forest_You_will_all_die <gen> and display Demon spawned wretches! You will all die! . Modify duration: Set to 5.00 seconds and Don't wait
Wait 2.00 seconds
Wait 3.90 seconds
Camera - . Apply . gg_cam_Round_1_Tree_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Round_1_Tree_2 for Player 1 (Red) over 5.00 seconds
Animation - Change Summer Tree 0001 <gen> 's animation speed to 500.00 % of its original speed
Destructible - Resurrect Summer Tree 0001 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Wait 0.50 seconds
Wait 2.00 seconds
Wait 2.50 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Trigger - Run Round_2_Narrator <gen> (checking conditions)
Round 2 Narrator
Events
Conditions
Actions
Camera - . Apply . gg_cam_Narrator_Commenting for Player 1 (Red) over 0 seconds
Unit Group - Pick every unit in Orcs and do (Reset (Picked unit)'s animation)
Cinematic - Apply a filter over 2 seconds using Normal blending on texture White Mask , starting with color ( 100 %, 0.00 %, 0.00 %) and 0.00 % transparency and ending with color ( 0 %, 0 %, 0 %) and 100.00 % transparency
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Narrator 0166 <gen> named Narrator : Play No sound and display I don't remember seeing so good usage of magic here in Tournament. We can surely expect a spectacular finale! . Modify duration: Set to 6.00 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0166 <gen> named Narrator : Play No sound and display But first, let's watch the second duel. . Modify duration: Set to 2.00 seconds and Wait
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Sound - Stop Fight_Music <gen> After fading
Wait 1.00 seconds
Trigger - Run Round_2_Prepare <gen> (checking conditions)
Round 2 Prepare
Events
Conditions
Actions
Sound - Play Round_Prepare <gen>
Camera - . Apply . gg_cam_Prepare_Gorr_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Prepare_Gorr_2 for Player 1 (Red) over 7.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Game - Display to (All players) for 30 seconds the text: ROUND 2 Gorr the Slayer VS Billy-Bob Carter
Wait 0.50 seconds
Animation - Lock Gorr the Slayer 0163 <gen> 's Head to face Shaman 0123 <gen> , offset by ( 0 , 0 , 90.00 )
Wait 0.70 seconds
Unit - Make Gorr the Slayer 0163 <gen> face Shaman 0125 <gen> over 0.20 seconds
Wait 0.30 seconds
Animation - Play Gorr the Slayer 0163 <gen> 's stand victory animation
Animation - Queue Gorr the Slayer 0163 <gen> 's stand animation
Trigger - Run Aplause <gen> (ignoring conditions)
Wait 3.00 seconds
Unit - Make Gorr the Slayer 0163 <gen> face Shaman 0125 <gen> over 0.20 seconds
Wait 1.00 seconds
Unit - Make Gorr the Slayer 0163 <gen> face Target 0171 <gen> over 0.20 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.50 seconds
Animation - Reset Gorr the Slayer 0163 <gen> 's animation
Camera - . Apply . gg_cam_Prepare_2_BBC_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Prepare_2_BBC_2 for Player 1 (Red) over 7.00 seconds
Animation - Play Billy-Bob Carter 0165 <gen> 's stand ready animation
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Animation - Lock Billy-Bob Carter 0165 <gen> 's Head to face Horse of BBC 0164 <gen> , offset by ( 0 , 0 , 90 )
Wait 3.00 seconds
Animation - Reset Billy-Bob Carter 0165 <gen> 's body-part facing
Wait 2 seconds
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Stop Round_Prepare <gen> After fading
Camera - . Apply . gg_cam_Start_Sir_Footman_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Start_Sir_Footman_2 for Player 1 (Red) over 6.00 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Send transmission to (All players) from Sir Footman 0039 <gen> named Sir Footman : Play No sound and display Ready? . Modify duration: Set to 2.00 seconds and Don't wait
Wait 0.50 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Gorr the Slayer 0163 <gen> , offset by ( 0 , 0 , 50.00 )
Wait 0.50 seconds
Animation - Lock Sir Footman 0039 <gen> 's Head to face Billy-Bob Carter 0165 <gen> , offset by ( 0 , 0 , 50.00 )
Wait 0.50 seconds
Animation - Reset Sir Footman 0039 <gen> 's body-part facing
Wait 0.50 seconds
Animation - Play Sir Footman 0039 <gen> 's attack defend animation
Animation - Queue Sir Footman 0039 <gen> 's stand animation
Cinematic - Send transmission to (All players) from Sir Footman 0039 <gen> named Sir Footman : Play SF_Attack <gen> and display Attack! . Modify duration: Set to 1.10 seconds and Wait
Trigger - Run Round_2 <gen> (checking conditions)
Round 2
Events
Conditions
Actions
Unit - Change ownership of Gorr the Slayer 0163 <gen> to Neutral Passive and Retain color
Sound - Play Fight_Music <gen>
Camera - . Apply . gg_cam_Round_2_Gorr_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Round_2_Gorr_2 for Player 1 (Red) over 3.50 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Unit - Set Gorr the Slayer 0163 <gen> movement speed to 400.00
Animation - Change Gorr the Slayer 0163 <gen> 's animation speed to 180.00 % of its original speed
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Round_2_Gorr_1 <gen>)
Wait 3.50 seconds
Unit - Order Horse of BBC 0164 <gen> to Move To . (Center of Round_2_Horse_1 <gen>)
Unit - Order Billy-Bob Carter 0165 <gen> to Move To . (Center of Round_2_BBC_1 <gen>)
Camera - . Apply . gg_cam_Round_2_BBC_1 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Round_2_BBC_2 for Player 1 (Red) over 4.50 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Round_2_Gorr_3 for Player 1 (Red) over 0 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Round_2_Gorr_Decides_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Round_2_Gorr_Decides_2 for Player 1 (Red) over 6.00 seconds
Unit - Move Gorr the Slayer 0163 <gen> instantly to (Center of Gorr_Decides <gen>)
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Round_2_Gorr_1 <gen>)
Wait 2.00 seconds
Unit - Order Gorr the Slayer 0163 <gen> to Stop .
Sound - Play Gorr_Question <gen>
Unit - Make Gorr the Slayer 0163 <gen> face Target 0093 <gen> over 0.30 seconds
Wait 0.50 seconds
Unit - Make Gorr the Slayer 0163 <gen> face Villager 0071 <gen> over 0.30 seconds
Wait 0.80 seconds
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Round_2_Horse_1 <gen>)
Unit - Order Billy-Bob Carter 0165 <gen> to Harvest . Snowy Tree Wall 0999 <gen>
Wait 2.70 seconds
Camera - . Apply . gg_cam_Round_2_BBC_Harvests_1 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Destructible - Kill Snowy Tree Wall 0999 <gen>
Unit - Order Billy-Bob Carter 0165 <gen> to Harvest . Snowy Tree Wall 0994 <gen>
Wait 2.00 seconds
Unit - Move Gorr the Slayer 0163 <gen> instantly to (Center of Round_2_Gorr_2 <gen>) , facing (Center of Round_2_Horse_3 <gen>)
Unit - Order Gorr the Slayer 0163 <gen> to Hold Position .
Unit - Move Horse of BBC 0164 <gen> instantly to (Center of Round_2_Horse_2 <gen>)
Unit - Order Horse of BBC 0164 <gen> to Move To . (Center of Round_2_Horse_3 <gen>)
Camera - . Apply . gg_cam_Round_2_Gorr_catch_horse for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from Gorr the Slayer 0163 <gen> named Gorr the Slayer : Play Gorr_No_time_For_Play <gen> and display No time for play . Modify duration: Set to 1.20 seconds and Wait
Unit - Order Gorr the Slayer 0163 <gen> to Orc Raider - Ensnare . Horse of BBC 0164 <gen>
Destructible - Pick every destructible in Trees_die <gen> and do (Kill (Picked destructible))
Wait 1.20 seconds
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Gorr_Tower_2 <gen>)
Wait 1.00 seconds
Destructible - Show Tower 1183 <gen>
Animation - Play Tower 1183 <gen> 's Birth Upgrade animation
Unit - Move Billy-Bob Carter 0165 <gen> instantly to (Center of Round_2_BBC_1 <gen>)
Unit - Order Billy-Bob Carter 0165 <gen> to Move To . (Center of BBC_Construct <gen>)
Animation - Add the work animation tag to Billy-Bob Carter 0165 <gen>
Wait 0.10 seconds
Camera - . Apply . gg_cam_Round_2_BBC_constructing for Player 1 (Red) over 0 seconds
Wait 4.00 seconds
Animation - Change Billy-Bob Carter 0174 <gen> flying height to 0.00 at 1000000000.00
Animation - Change Billy-Bob Carter 0175 <gen> flying height to 0.00 at 1000000000.00
Camera - . Apply . gg_cam_Round_2_Tower_1 for Player 1 (Red) over 0 seconds
Unit - Unhide Billy-Bob Carter 0174 <gen>
Animation - Lock Billy-Bob Carter 0174 <gen> 's Head to face Gorr the Slayer 0163 <gen> , offset by ( 0 , 0 , 50.00 )
Unit - Hide Billy-Bob Carter 0165 <gen>
Animation - Play Tower 1183 <gen> 's stand ready attack animation
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Gorr_Tower_2 <gen>)
Animation - Lock Gorr the Slayer 0163 <gen> 's Head to face Target 0170 <gen> , offset by ( 0 , 0 , 400.00 )
Wait 2 seconds
Camera - . Apply . gg_cam_Round_2_Tower_2 for Player 1 (Red) over 5.00 seconds
Wait 2.00 seconds
Unit - Order Gorr the Slayer 0163 <gen> to Move To . (Center of Gorr_Tower_4 <gen>)
Wait 3.00 seconds
Camera - . Apply . gg_cam_BBC_Tower_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_BBC_Tower_2 for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Unit - Move Gorr the Slayer 0163 <gen> instantly to (Center of Gorr_Tower_4 <gen>) , facing 200.00 degrees
Camera - . Apply . gg_cam_Tower_attack for Player 1 (Red) over 0 seconds
Wait 2 seconds
Sound - Play Rock_Throw <gen>
Animation - Play Billy-Bob Carter 0174 <gen> 's attack animation
Animation - Queue Billy-Bob Carter 0174 <gen> 's stand animation
Unit - Unhide Rock 0172 <gen>
Unit - Order Rock 0172 <gen> to Move To . (Center of Gorr_Tower_4 <gen>)
Animation - Change Rock 0172 <gen> flying height to 470.00 at 100.00
Wait 0.10 seconds
Cinematic - Send transmission to (All players) from Gorr the Slayer 0163 <gen> named Gorr the Slayer : Play Gorr_What <gen> and display What?! . Modify duration: Set to 0.50 seconds and Don't wait
Animation - Change Rock 0172 <gen> flying height to 10.00 at 500.00
Wait 0.50 seconds
Unit - Kill Rock 0172 <gen>
Unit - Kill Gorr the Slayer 0163 <gen>
Wait 2.00 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Trigger - Run Final_Narrator <gen> (checking conditions)
Final Narrator
Events
Conditions
Actions
Camera - . Apply . gg_cam_Narrator_and_BBC for Player 1 (Red) over 0 seconds
Unit - Hide Billy-Bob Carter 0174 <gen>
Unit - Unhide Billy-Bob Carter 0175 <gen>
Unit - Hide Narrator 0166 <gen>
Unit - Unhide Narrator 0176 <gen>
Animation - Lock Billy-Bob Carter 0175 <gen> 's Head to face Narrator 0176 <gen> , offset by ( 0 , 0 , 50.00 )
Animation - Lock Narrator 0176 <gen> 's Head to face Billy-Bob Carter 0175 <gen> , offset by ( 0 , 0 , 90.00 )
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Narrator 0176 <gen> named Narrator : Play No sound and display I can hardly believe it! You've made it to the final! . Modify duration: Set to 4.00 seconds and Wait
Sound - Play BBC_Help_Help <gen>
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0175 <gen> named Billy-Bob Carter : Play No sound and display Help! Help! . Modify duration: Set to 1.00 seconds and Don't wait
Wait 1.00 seconds
Sound - Stop BBC_Help_Help <gen> Immediately
Cinematic - Send transmission to (All players) from Narrator 0176 <gen> named Narrator : Play No sound and display Can't you just climb down? . Modify duration: Set to 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0175 <gen> named Billy-Bob Carter : Play BBC_I_guess_I_can <gen> and display I guess I can. . Modify duration: Set to 1.00 seconds and Wait
Wait 0.50 seconds
Unit - Turn collision for Billy-Bob Carter 0175 <gen> Off .
Animation - Reset Billy-Bob Carter 0175 <gen> 's animation
Unit - Order Billy-Bob Carter 0175 <gen> to Move To . (Center of BBC_Fall <gen>)
Animation - Reset Billy-Bob Carter 0175 <gen> 's body-part facing
Wait 0.22 seconds
Animation - Change Billy-Bob Carter 0175 <gen> flying height to 330.00 at 1000000000.00
Unit - Order Billy-Bob Carter 0175 <gen> to Stop .
Wait 0.01 seconds
Sound - Play BBC_Aaargh <gen>
Animation - Change Billy-Bob Carter 0175 <gen> flying height to 0.00 at 200.00
Animation - Change Billy-Bob Carter 0175 <gen> 's animation speed to 400.00 % of its original speed
Animation - Play Billy-Bob Carter 0175 <gen> 's death animation
Animation - Lock Narrator 0176 <gen> 's Head to face Billy-Bob Carter 0175 <gen> , offset by ( 0 , 0 , 10.00 )
Wait 0.50 seconds
Animation - Change Billy-Bob Carter 0175 <gen> 's animation speed to 10.00 % of its original speed
Unit - Order Narrator 0176 <gen> to Move To . (Center of Narrator_look_at_BBC <gen>)
Wait 0.50 seconds
Cinematic - Send transmission to (All players) from Narrator 0176 <gen> named Narrator : Play No sound and display You don't seem to be in shape to continue the Tournament. . Modify duration: Set to 4.30 seconds and Wait
Wait 0.20 seconds
Animation - Change Billy-Bob Carter 0175 <gen> 's animation speed to 400.00 % of its original speed
Animation - Reset Billy-Bob Carter 0175 <gen> 's animation
Cinematic - Send transmission to (All players) from Billy-Bob Carter 0175 <gen> named Billy-Bob Carter : Play BBC_Doh <gen> and display D'oh. . Modify duration: Set to 0.40 seconds and Wait
Wait 0.20 seconds
Camera - . Apply . gg_cam_Narrator_before_Final for Player 1 (Red) over 0.00 seconds
Unit - Make Narrator 0176 <gen> face Target 0180 <gen> over 0.30 seconds
Animation - Lock Narrator 0176 <gen> 's Head to face Target 0180 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Narrator 0176 <gen> named Narrator : Play No sound and display That means Sir Footman will face Forest in the final fight. Let's watch it! . Modify duration: Set to 6.00 seconds and Wait
Cinematic - Fade out over 2.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Sound - Stop Fight_Music <gen> After fading
Wait 2.00 seconds
Trigger - Run Final_Prepare <gen> (checking conditions)
Final Prepare
Events
Conditions
Actions
Unit - Remove Billy-Bob Carter 0175 <gen> from the game
Unit - Unhide Sir Footman 0177 <gen>
Unit - Unhide Horse of BBC 0181 <gen>
Unit - Hide Sir Footman 0039 <gen>
Unit - Remove Narrator 0176 <gen> from the game
Unit - Move Keeper of the Forest 0161 <gen> instantly to (Center of Round_2_Gorr_1 <gen>) , facing 180.00 degrees
Sound - Play Round_Prepare <gen>
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Animation - Play Keeper of the Forest 0161 <gen> 's stand ready animation
Camera - . Apply . gg_cam_Final_Prep_Forest_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_Prep_Forest_2 for Player 1 (Red) over 7.00 seconds
Wait 1.00 seconds
Game - Display to (All players) for 30 seconds the text: FINAL ROUND Forest VS Sir Footman
Wait 6.00 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.90 seconds
Camera - . Apply . gg_cam_Final_Prep_SF_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_Prep_SF_2 for Player 1 (Red) over 7.00 seconds
Animation - Play Sir Footman 0177 <gen> 's stand victory animation
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Animation - Reset Sir Footman 0177 <gen> 's animation
Unit - Order Sir Footman 0177 <gen> to Move To . (Center of Garr_the_Destroyer <gen>)
Wait 0.60 seconds
Unit - Remove Sir Footman 0177 <gen> from the game
Unit - Replace Horse of BBC 0181 <gen> with a Knight using The old unit's relative life and mana
Set Variable Set Sir_Footman = (Last replaced unit)
Animation - Play Sir_Footman 's stand victory animation
Wait 1.40 seconds
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Sound - Stop Round_Prepare <gen> After fading
Unit - Unhide Narrator 0183 <gen>
Camera - . Apply . gg_cam_Narrator_start_final for Player 1 (Red) over 0 seconds
Cinematic - Fade in over 1.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Send transmission to (All players) from Narrator 0183 <gen> named Narrator : Play No sound and display Are you ready? . Modify duration: Set to 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from Narrator 0183 <gen> named Narrator : Play No sound and display Fight! . Modify duration: Set to 1.00 seconds and Don't wait
Wait 0.50 seconds
Animation - Play Narrator 0183 <gen> 's stand first animation
Animation - Queue Narrator 0183 <gen> 's stand animation
Wait 1.50 seconds
Trigger - Run Final_Round <gen> (checking conditions)
Final Round
Events
Conditions
Actions
Sound - Play Fight_Music <gen>
Camera - . Apply . gg_cam_Final_SF_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_SF_2 for Player 1 (Red) over 3.00 seconds
Unit - Order Sir_Footman to Move To . (Center of Treants_2 <gen>)
Cinematic - Send transmission to (All players) from Sir Footman 0149 <gen> named Sir Footman : Play SF_For_Lordareon <gen> and display For Lordaeron! . Modify duration: Set to 1.70 seconds and Wait
Wait 3.00 seconds
Camera - . Apply . gg_cam_Final_Trees_1 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Final_Trees_2 for Player 1 (Red) over 2.00 seconds
Animation - Play Keeper of the Forest 0161 <gen> 's spell animation
Animation - Queue Keeper of the Forest 0161 <gen> 's spell animation
Unit - Unhide Treant 0006 <gen>
Unit - Unhide Treant 0185 <gen>
Unit - Unhide Treant 0184 <gen>
Unit - Unhide Treant 0179 <gen>
Unit - Move Sir_Footman instantly to (Center of Sir_Footman_Final <gen>)
Unit - Order Sir_Footman to Move To . (Center of Treants_2 <gen>)
Wait 1.20 seconds
Camera - . Apply . gg_cam_Final_Trees_3 for Player 1 (Red) over 1.00 seconds
Unit Group - Order (Units in Treants_1 <gen>) to Attack . Sir_Footman
Sound - Play EntReady1 <gen>
Sound - Play ForceOfNatureBirth1 <gen>
Wait 2.00 seconds
Camera - . Apply . gg_cam_Final_Fight_Trees_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_Fight_Trees_2 for Player 1 (Red) over 3.00 seconds
Unit - Order Sir_Footman to Attack . Treant 0185 <gen>
Wait 2.00 seconds
Unit - Order Sir_Footman to Attack . Treant 0184 <gen>
Wait 0.50 seconds
Camera - . Apply . gg_cam_Final_Fight_Trees_3 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_Fight_trees_4 for Player 1 (Red) over 2.50 seconds
Wait 1.00 seconds
Unit - Replace Sir_Footman with a Horse of BBC using The old unit's relative life and mana
Unit - Order (Last replaced unit) to Move To . (Center of Forest <gen>)
Unit - Create 1 . Sir Footman for Player 1 (Red) at (Position of Sir_Footman) facing 0.00 degrees
Set Variable Set Sir_Footman = (Last created unit)
Unit - Order Sir_Footman to Attack . Treant 0006 <gen>
Wait 0.10 seconds
Sound - Play Horse_Flee <gen>
Wait 1.10 seconds
Unit - Make Treant 0179 <gen> Explode on death
Unit - Order Sir_Footman to Attack . Treant 0179 <gen>
Wait 0.60 seconds
Wait 0.80 seconds
Unit - Kill Treant 0179 <gen>
Wait 0.50 seconds
Trigger - Run Final_Round_Continues <gen> (checking conditions)
Final Round Continues
Events
Conditions
Actions
Camera - . Apply . gg_cam_SF_on_feet_1 for Player 1 (Red) over 0 seconds
Unit - Order Sir_Footman to Move To . (Center of SF_on_feet <gen>)
Cinematic - Send transmission to (All players) from Sir_Footman named Sir Footman : Play SF_Attack <gen> and display Attack! . Modify duration: Set to 1.10 seconds and Don't wait
Wait 1.00 seconds
Camera - . Apply . gg_cam_SF_on_feet_2 for Player 1 (Red) over 4.00 seconds
Wait 3.50 seconds
Animation - Play Keeper of the Forest 0161 <gen> 's attack animation
Wait 0.70 seconds
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to All_Units
Animation - Change (Picked unit) 's animation speed to 20.00 % of its original speed
Unit - Set Sir_Footman movement speed to 60.00
Unit - Move Sir_Footman instantly to (Center of SF_on_feet <gen>)
Unit - Order Sir_Footman to Attack . Keeper of the Forest 0161 <gen>
Unit - Unhide Projectile 0178 <gen>
Animation - Change Projectile 0178 <gen> flying height to 0.01 at 10000.00
Unit - Order Projectile 0178 <gen> to Move To . (Position of Sir_Footman)
Camera - . Apply . gg_cam_Bird_1 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Bird_2 for Player 1 (Red) over 2.70 seconds
Wait 2.50 seconds
Unit - Order Sir_Footman to Stop .
Unit - Order Sir_Footman to Human Footman - Defend .
Wait 0.45 seconds
Unit - Order Projectile 0178 <gen> to Move To . (Center of Round_2_Gorr_1 <gen>)
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
Animation - Change (Picked unit) 's animation speed to 100.00 % of its original speed
Unit - Set Sir_Footman movement speed to 300.00
Wait 0.20 seconds
Unit - Order Sir_Footman to Human Footman - Stop Defend .
Wait 0.40 seconds
Camera - . Apply . gg_cam_Bird_3 for Player 1 (Red) over 2.00 seconds
Unit - Make Forest face Target 0150 <gen> over 3.00 seconds
Wait 2.10 seconds
Unit - Kill Keeper of the Forest 0161 <gen>
Unit - Kill Projectile 0178 <gen>
Wait 1.00 seconds
Unit - Order Sir_Footman to Move To . (Center of Round_2_Gorr_1 <gen>)
Wait 0.70 seconds
Animation - Play the stand animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within Round_2_Gorr_1 <gen> .
Sound - Play Lightning <gen>
Unit - Replace Keeper of the Forest 0161 <gen> with a Keeper of the Grove using The new unit's max life and mana
Set Variable Set Forest = (Last replaced unit)
Unit - Set life of Forest to 1.00
Unit - Order Sir_Footman to Attack . Forest
Wait 0.30 seconds
Animation - Play the death animation for all doodads of type YOlb (Unexpected type: 'doodadcode') within Round_2_Gorr_1 <gen> .
Sound - Play Laugh <gen>
Animation - Play Forest 's spell animation
Animation - Queue Forest 's stand animation
Wait 1.20 seconds
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to All_Units
Animation - Change (Picked unit) 's animation speed to 40.00 % of its original speed
Animation - Play Forest 's attack animation
Camera - . Apply . gg_cam_Final_Hit_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Final_Hit_2 for Player 1 (Red) over 6.00 seconds
Wait 1.20 seconds
Sound - Play Forests_swing <gen>
Wait 1.00 seconds
Sound - Play MetalMediumSliceMetal2 <gen>
Sound - Play HeroKeeperOfTheGroveDeath1 <gen>
Wait 2 seconds
Animation - Change Forest 's animation speed to 10.00 % of its original speed
Wait 2 seconds
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Trigger - Run Ending <gen> (checking conditions)
Ending
Events
Conditions
Actions
Unit - Hide Narrator 0183 <gen>
Unit - Move Sir_Footman instantly to (Center of Sir_Footman_2 <gen>) , facing (Position of Target 0088 <gen>)
Animation - Play Sir_Footman 's stand victory animation
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
Animation - Change (Picked unit) 's animation speed to 100.00 % of its original speed
Sound - Play Credits <gen>
Cinematic - Apply a filter over 0.30 seconds using Normal blending on texture White Mask , starting with color ( 100 %, 0.00 %, 0.00 %) and 0.00 % transparency and ending with color ( 0.00 %, 0 %, 0 %) and 0.00 % transparency
Wait 5.50 seconds
Camera - . Apply . gg_cam_End_humans_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_End_humans_2 for Player 1 (Red) over 5.00 seconds
Cinematic - Apply a filter over 0.30 seconds using Normal blending on texture White Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 0.00 % transparency and ending with color ( 0.00 %, 0 %, 0 %) and 100.00 % transparency
Wait 4.70 seconds
Cinematic - Fade out over 0.30 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.80 seconds
Camera - . Apply . gg_cam_End_Orcs_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_End_Orcs_2 for Player 1 (Red) over 5.00 seconds
Cinematic - Fade in over 0.30 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 4.70 seconds
Cinematic - Fade out over 0.30 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.50 seconds
Camera - . Apply . gg_cam_End_SF_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_End_SF_2 for Player 1 (Red) over 5.00 seconds
Cinematic - Fade in over 0.30 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 6.00 seconds
Cinematic - Fade out over 2.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Trigger - Run Credits <gen> (checking conditions)
Credits
Events
Conditions
Actions
Wait 3.00 seconds
Game - Display to (All players) for 30.00 seconds the text: Tournament 2005
Wait 4.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Game - Display to (All players) for 30.00 seconds the text: By King Klear
Wait 4.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Game - Display to (All players) for 30.00 seconds the text: THE END
Wait 7.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
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