Tutorial A Compiled Collection of Cinematic Tutorials

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Knight7770

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A Compiled Collection of Cinematic Tutorials or Otherwise

Compiled by Knight7770. All credit for the actual information does not go to Knight7770, but the creators of said information. Only credit Knight7770 for the compilation, but not the actual work.
Compiler’s Notification: I do not read all of this. This means that some information might appear more than once. I am sorry if this irritates you.

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Table of Contents

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Part 1: Cameras
Part 2: Unit Transmissions
Part 3: Beginning a Cinematic
Part 4: Filters
Part 5: Terrain and Atmosphere
Part 6: Animations and Battle Cinematics
Part 7: Sounds and Music
Part 8: Special Effects
Part 9: ‘Faking’ Things
Part 10: Miscellaneous
Sub-Part: World Editor Hotkey-List
Sub-Part: Skipping Cinematics

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Part 1: Cameras

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By DaemonKillar of WC3 Campaigns:
Basic - Moving a camera around
Before beginning, you need to know that cameras will move from one to another, so you will not create the cameras using triggers. In order to move from a camera to another, use

Camera - Apply Camera Object (Timed)

Let's say you want to apply a camera automatically, and then move it to another's position, here's how to display it in the trigger editor:

Camera - Apply "Name of your starting camera" over 0 seconds
Camera - Apply "Name of your second camera" over x seconds
wait x seconds

The "wait x seconds" is there to make sure the camera isn't interrupted by anything else.
Quote:
Example:
Camera - Apply "Name of your starting camera" over 0 seconds
Camera - Apply "Name of your second camera" over x seconds
Camera - Apply "Name of your third camera" over y seconds

in this situation, the second camera movement would be ignored because the third camera is instanly issued a command. You would have to display it like this:
Quote:
Example:
Camera - Apply "Name of your starting camera" over 0 seconds
Camera - Apply "Name of your second camera" over x seconds
wait x seconds
Camera - Apply "Name of your third camera" over y seconds
wait y seconds


Giving cameras good locations
If you've ever noticed, you can move the World editor's camera around by holding the CTRL button, clicking the right mouse button and move around. This will be very helpful when placing your cameras more precisely. You can also move around with a simple right click/move.

Lock the Camera Orientation
This one isn't really complicated. Let's say you want to lock the camera's orientation to a unit:
Quote:
Camera - Apply "Name of the default camera" over 0 seconds
Camera - Lock Camera orientation to "Name of unit"

The first camera command is to give the location of your camera. Then you will issue it to fix a certain unit. so this way, your camera will not move, but will always be looking at the designated unit.

By Insaniteus of WC3 Campaigns:
CAMERA FIELD SETTING

This is something that I have litterally been asked over 20 times, so I figued that I'd put it here.

Ever want to adjust a setting of a camera in game without having to create a new camera object? Use the following action:

Camera - Set Camera field ___ to #.

This trigger allows you to set distance, Far Z clipping, rotation, roll, and more all to any number you wish. This can be very usefull when using moving cameras.
You can never have enough Camera Objects
To make an extreme closeup, place the unit on the map and line up the view in WE to what you want, then make a camera there.
The very top and bottom of your cameras will be invisible in-game (letterbox), so it's best to put your target area away from the edges. Test using "X" in WE.
Never get TOO close, or you'll be inside the unit and that looks stupid.
There is a limit to how close you can get to a unit. If you want to focus on a person's eyeball it won't work...unless you do this lol: Create a custom unit of the same model, and set size to 10. Focus on the new unit's face, and then just delete or hide him when you're done.
To make the world shake, use the Camera - Sway Camera Target trigger. Sway Camera Souce does a similar effect and you should see both to figure out which is better for you.

By SD_Ryoko of The Helper:
Introduction to Cameras
Cameras are created using the camera palet. These are used to change the players' perspective, or point of view. Most often, cameras are used in cinematic scenes. Other simple camera functions are used for panning and rotating the camera. If you made a cinematic scene, and you needed the players to be looking at a specific area that you created , you would also create a camera object there. Or if you revived a hero, and you would like to pan the current camera to the heroes' new location, you would use a trigger to move the camera to a new location.
Camera Fields
Cameras are not that difficult to use, but they require a lot of testing to get everything just perfect. Remember, the view in World Editor does not always look exactly what it will look like in the game. The easiest way to create a camera is to manipulate your view inside the World Editor, until the view looks correct. Then click 'Create Camera'. World Editor will automatically create a camera in your current view. After creating a camera, you can edit it by double clicking it, or by selecting 'Rename Camera' on the tool pallette. Below is an overview of the camera fields.
Name: The camera name is irrelevant; it is merely a familiar name for you to use.
Target X: The X location of the camera's target, on the Cartesian plane.
Target Y: The Y location of the camera's target, on the Cartesian plane.
Rotation: Rotation of the camera around the target. 0° is facing east, and 180° is facing west.
Angle of Attack: The angle that the camera is pointing towards the target.
Distance: The distance between the camera and the camera target.
Roll: Roll is the angle that the camera is turned. This can turn it upside down, or on its side.
Field of View: The width that the camera can see. Changing this value 'zooms' the camera in and out.
Far Clipping: Total distance that the camera can see. Anything past is shown as sky, or a horizon line.

Apendix of Camera Triggers
Camera - Apply Camera Object (Timed)
Moves the players' current view to target camera. All of those cameras' values are applied. If you want to switch the view to a camera that you created, you would apply that camera. If you set a time limit, the player can see the camera view changing in position and height.
Camera - Pan Camera (Timed)
This pans the current view to a target location. All of the camera values remain the same. You do not need a second camera to pan the current view. You can pan the camera instantly, or set a time and it will scroll.
Camera - Pan Camera with Interpolated Height (Timed)
This also pans the camera, but it ensures that the view does not go below or through the terrain. Again, you do not need a second camera to pan the current view.
Camera - Pan Camera as Necessary (Timed)
This will pan the camera if necessary. If a player scrolls to the correct location by them self, this trigger will not interrupt. If a player scrolls to far, or not close enough, this trigger will correct it.
Camera - Set Camera Field (Timed)
This will set any camera field for the current view. It does not involve a second camera. Most any camera property can be changed with this trigger.
Camera - Rotate Camera Around Point
This rotates the current view around a target point. Note that, when you rotate around a point, it will always rotate at a Z offset of zero. Therefore, it will always rotate pointing at the ground. When creating your camera, if you plan to rotate the view, keep this in mind.

Camera - Lock Camera to Target Unit
The current view, or camera, will always follow target unit. The entire camera will pan as the unit moves. The player cannot change the view or scroll somewhere else. It will stay locked until you reset it.
Camera - Lock Camera Orientation to Target Unit
This locks the current view to a unit also, but does not move with the unit. The camera target moves with the unit, watching it wherever it goes, but your perspective stays in place.
Camera - Play Cinematic Camera
This trigger is more advanced. It runs the players current view through a predetermined path, saved in a cinematic.mdl file.
Camera - Stop Camera
Stops the current camera from moving. Does not stop swaying or shaking.
Camera - Reset Game Camera
This will reset the current camera to standard in game view. This is the same view you see when the game begins. Often this is used after manipulating cameras and scenes, and you would like to return to the game.
Camera - Change Camera Smoothing Factor
Changes the smoothing factor of how a camera scrolls.
Camera - Rest Camera Smoothing Factor
Resets the smoothing factor to default values.
Camera - Sway Camera Source
Sways the camera back and forth around the target. The target does not move, but your perspective does. Magnitude determines how far the camera will sway. Velocity determines how fast it will sway.
Camera - Sway Camera Target
Sways the camera target back and forth, keeping the origin of the source. The target moves, but your perspective does not. Magnitude determines how far the camera will sway. Velocity determines how fast it will sway.
Camera - Shake Camera
Shakes the entire current camera in all directions. If you wanted to simulate an earthquake, this is the trigger you would use. Magnitude determines how much the camera is going to shake.
Camera - Stop Shaking/Swaying Camera
The camera is going to sway or shake until you tell it to stop, using this trigger.
Camera - Extend/Shrink Camera Bounds
The camera bounds limit the players' ability to scroll around the map. You can increase or decrease the camera bounds with this trigger.
Camera - Set Camera Bounds
The camera bounds limit the players' ability to scroll around the map. With this trigger, you can limit the camera view to a region or area. The player would only be able to pan inside this region
Camera - Set Spacebar Point
When a player presses the space bar, the camera will snap to the center of the defined region.

By Bob27 of The Hive Workshop:

Cameras
Cameras are used in Warcraft III Cinematics to change what the viewer is looking at in the cinematic. Placing Cameras is very simple, go to the Camera Pallete and click the Create Camera button. Now we have a camera placed in our map, although it has the normel game view. Well lets change that now. You can select the camera and press enter. Now you can change all the different Camera Values.



First start off by editing the Target X and Y fields. These fields will change where the camera is on the map. However there is a much easier way to change the X and Y axis. Go back into the map and hold down the mouse button on the camera, you can now drag the cameras around the map. Another way you can do this is to select the camera and press Ctrl+X, and paste the map where you want it or just create the camera in the place you want it in the first place, because when you create a camera it is created in the centre of your view. Ok now that we've got it placed in the right location on our map we can edit the Z Offset. This is the height of the camera. You can make the camera high up or make it really low. The next field is rotation, well this one is pretty simple. This field changes which way the Camera is facing. The Angle of Attack (AoA) changes the angle of the camera, so you could change it so the camera is looking down on something or the camera is looking up at something. The Distance changes how much the camera is zoomed in. The lower the value you will be closer to the object, the higher the further away. Now for the Roll. The Roll changes the angle of which the camera is turned, so for example you could change the roll of a camera so that it is on its side, upside, on a 45 degree angle or any angle you want. The Field of View (FoV) changes how much the camera can see. The lower the number the the less you will be able to see of an object, the higher the more you will be able to see. And the final field you need to edit is the Far Clipping (FarZ), this field changes how far the camera can see.
Editing a Camera



Tip #2
When editing Camera Values check the "Preview Values in Main Window". This will now make it so that if you edit a value it will move the camera in the World Editor so you can see what it will look like.


Well now you know how to edit a cameras fields, i'll tell you and easier way to do all these. The way I place cameras is rather then editing each of these fields is when I create a camera I hold down the Ctrl button. This then lets you change the camera in the World Editor. When holding down the Ctrl button just hold down the right mouse button and drag the mouse around until you have the camera angle you want. You can also use the Mouse Wheel to change the zoom of the camera when doing this. Now you have the camera angle and zoom you want just click the Create Camera button, and the camera will be created at whatever angle you are at that time in the World Editor. Try that now.

Now that we've placed a few cameras we need to use a trigger to use them during the game. This function can be used to use cameras.
Camera - Apply Camera> for Player 1 (Red) over 0.00 seconds

Well now we have a function that will apply that camera when the trigger is run. However the camera won't move like that. So we just add another function to that trigger after it.

Camera - Apply 2nd Camera> for Player 1 (Red) over 5.00 seconds

This time we set it to it will apply over 5 seconds, so this means as soon as this trigger is run it will apply the 1st camera instantly, and then from there move to the 2nd camera over 5 seconds. Now we want to try and add another camera to that, so it will move to a 3rd camera after it reachs the 2nd one, well we just add these two functions to the trigger.
Wait 5.00 seconds
Camera - Apply 3rd Camera <gen> for Player 1 (Red) over 5.00 seconds

The Camera will now apply the 1st camera instantly, move to the 2nd camera over 5 seconds and when it has gotten to the 2nd camera it will move to the 3rd camera again over 5 seconds. So by now this is the trigger you should have.
Action
Camera - Apply Camera> for Player 1 (Red) over 0.00 seconds
Camera - Apply 2nd Camera> for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Camera - Apply 3rd Camera <gen> for Player 1 (Red) over 5.00 seconds

By Shooter02 (and Insaniteus) of WC3 Campaigns:
Target X: Thats the distance horizantle across the screen. To get a good Idea of how far the distance is look at the range of units' attacks

Target Y: Same as X but lengthwise or up and down the screen. (Note those are from the game viewing angle, not nessicarily the camera's)

Z Offset: I think its the distance from the ground...

Rotation: The way the camera is facing in a 360 degree field. Say you have a unit facing the camera when its at 90, at 0 and 180 its at the unit's sides and at 270 its at the unit's back.

AoA: i have no Idea what this one does or how it works. I think its used for the First person view.

Distance: Put simply its the distance from the base of the camera (is that the source or target?

Roll: Way underused, but its the axis of the camera on its side. Sadly the camera will only turn clockwise.

Field of View: How much of the terrain you can see. I think it just changes the x and y axis porportionitly.

Farz: How far into the distance you can see. The further you can see the better it looks, but the more it lags. Wasn't it Insaniteus that said DK was notorious for this?

EDIT BY INSANITEUS: Angle of Attack is the angle of the camera to the ground. At 360 you've got a 1st person-like look, and at 270 you're looking strait down on them. It's basically what you adjust with the mouse wheel in-game.
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Part 2: Unit Transmissions
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By Bob27 of The Hive Workshop:
Unit Transmissions
Unit Transmissions are used for when characters are talking to eachother, narrators and basicly anything that involves talking. This is the basic function to do that.
Cinematic - Send transmission to (All players) from (Footman) named A Footman: Play No sound and display This is a Message. Modify duration: Set to 5.00 seconds and Don't wait

This function will show the message "This is a Message", from a Footman which is named "A Footman". There will be no sound played with the transmission and it will show for 5 seconds. You can set these fields to whatever you want, and adda sound to it and show it for a different time if you want.
Cinematic - Send transmission to (All players) from a Player 1 (Red) Footman named A Footman at (Center of (Playable map area)): Play No sound and display A Message! Amazing!. Modify duration: Set to 5.00 seconds and Don't wait

This trigger does the same thing, except for one difference. Using the above trigger, a green circle will flash around the unit that you have selected, useing this trigger you can do that same thing except that green circle won't appear.

By Insaniteus of WC3 Campaigns:
Adding or setting the dialouge duration does squat, since after 5 seconds it automatically goes to the next action, and if that action is more dialouge it goes away.

THE FIX: In all of your dialouges, set it to "Don't wait" and then under each one, make a new action "Wait ___ seconds. This will prevent the dialouge from being overwritten.

By CHickenFight of WC3 Campaigns:
*TIP* I've noticed that some people make their unit transmissions way too long(except DaemonKillar and Insanteus, they do it perfectly), so this is how I time it:
On WE when you typ in what the unit is going to say you should always take the length of the message (depending on the lines) and times it by about 2.5 and convert it in to seconds.*EXAMPLE* unit says: hello, what's up. This takes up about 1/3 of a line so I would make the waiting time about 1 second long (it's OK to round off, but it's better to round off upwards, remember that if you are a fast reader that not all people read as fast as you).

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Part 3: Beginning a Cinematic
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By XXconanXXX of The Helper:
<b>Introduction</b>
Welcome to the world of cinematography! In this tutorial, you will learn how to manipulate various aspects of the vast
cinematic world, including the manipulation of cameras, units, and doodads.

<b>The beginnings of a cinematic</b>
First, we need to start off on setting the cinematic. The cinematic can have multiple events, depending on your needs, such
as applying a cinematic when a unit enters a specific area of the map, or at the beginning and/or the ending of the map.

To get into cinematic mode, we first need to add a few actions that will allow us to display messages, disabling in-game
fogs, and so on.

We first need to use the action "Cinematic - Turn cinematic mode On for (Your and/or All Players)". This will disable Fog
of War and The Black Mask, and also will disable the user control.

We also want to use an action "Cinematic - Turn on letterbox mode (hide interface) for (Your and/or All Players): fade out over 2.00 seconds".
We also want to use the action, "Cinematic - Disable user control for (Your and/or All Players)" removes all units from
the selection of the player, removing the normal circle under the units when you select them. This will also ensure that
when the cinematic is over, they won't have their previously selected units selected.

(Place 'Letterbox Mode.jpg' here)
This is what letterbox looks like.

You might also want to use the action "Cinematic - Clear the screen of text messages for (Your and/or All Players)",
this will clear the screen of all text messages that have been displayed by the action
"Game - Display to (All players) the text: Text" and by players alike. We might also want to use the action
"Cinematic - Turn subtitle display override On", this will forcefully turn subtitles on for all players even if they have
it turned off.

(Display the picture 'Cinematic beginnings' picture here)
These are some of the actions we'd use in the beginning of the cinematic trigger(s)(put this in small text under the picture)

By Bob27 of The Hive Workshop:

Basics of a Cinematic

A Cinematic needs several triggers for it to start up propely.
Actions
Cinematic - Turn cinematic mode On for (All players)
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Set Ambient Sounds to 0.00%
Sound - Set Animation and Spell Sounds to 0.00%
Sound - Set Combat Sounds to 0.00%
Sound - Set Fire Sounds to 0.00%
Environment - Set sky to Sky
Trigger - Run FirstScene <gen> (ignoring conditions)


Tip #1
A good way to start of a cinematic is to add this function to the Intilization Trigger.
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency

This will make it so that the screen is black when you start the cinematic. Then in the first scene wait a few seconds and then fade back in over 2 seconds into the first camera.


Black Borders are also a very useful thing in cinematics. Adding Black Borders is very simple. Just go to Advanced - Game Interface and check the box "Use Custom Game Interface". Then scroll down and find these three fields:

Image - Cinematic Border
Image - Console Background
Image - Game Menu Background

Now replace the path of these fields with UI\Widgets\EscMenu\Human\blank-background.blp. Your cinematic should now have black borders.

Now we might want to turn cinematic mode off. Thats simple. Just use this trigger.
Cinematic - Turn cinematic mode Off for (All players)


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Part 4: Filters
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By Insaniteus of WC3 Campaigns:
FADE FILTHERS:

Fade Filthers are quite simple actually. They simply mask the camera with 1 of their designs.

Basics: Color can be changed using the color values. If you change the color of Black Mask, however, it will be really dark. White mask is used for normal colors. White mask is only actually white when the color is set to 100,100,100 .

You can also set the transparency of a fade filther. So many times I see scenes meant to be night that are as bright as day. TIP: Black Mask at 50% transparency = Instant Nighttime! There are many other options with them. Few people know what all of the Fade Filthers look like, so I reccomend looking at them all. Some of my favorites are Snipe (sniper scope) and Slash (FPS pain effect). They also have a Panderan pictre, but it's the dumb one from their site and is pointless in Map making.

TIP: Some nice flashing effects can be done with periodic triggers and these too.
Fade Filthers own! You can use them for pratically anything. Some examples that I've used are normal fading out, 50% transparency to look like the lights are out, flashing yellow to look DBZ-esque, sniper scope, pain, 1st person veiw, reality warping and more.

By Bob27 of The Hive Workshop:
Fade Filters

Fade Filters are used to Fade the screen in and out using an image. Blizzard has included several images which are already included in Warcraft III. This includes the basic ones you will probably use most often, especialy the Black Image, which is definatly the most used one. This is the trigger for fade filters.
Cinematic - Fade in or out and Image in over 2.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency

Here are a few things to remember with fade filters though:
• It is important to Make sure the colour is set so all fields are 100%, not the default 0%. However this is not important when you are fading to black, because 0% will make it black, 100% will make it black. However it is important to do this with any image apart from the black image.
• The Transperancy should probably be left, although it can be useful. Setting it to 100% will make the image completly transperant, which is basicly useless. However setting it to say 20% or 50% will let you still see the image, although you will be able to just see the map in the background.

Filters

Filters can be made so that the screen will be one image, with a certain transerancy and that it will go into another colour with transperancy over a certain amount of time. You can then show and hide the filter as well, if needed.
Cinematic - Apply a filter over 2.00 seconds using Normal blending on texture White Mask, starting with color (100.00%, 100.00%, 100.00%) and 50.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 0.00% transparency

By XXconanXXX of The Helper:

Fade filters and Advanced Fade Filters
Fade filters and advanced fade filters are pictures that pop up on the screen, usually used to separate different sections in cinematics. We can use Standard Fade filters by using the action "Cinematic - Fade filter". You can set how long it is in effect, and how much of the map you can see (settings it's transparency anything above 0% will allow the player to see "behind" the filter and see the game). You can use custom fade filters or the already created ones, black and white being the most common in cinematics. Using advanced filters will give you more options, and consider looking into it if you don't find what you want with the normal filters.
By DaemonKillar of WC3 Campaigns:
Create your own fade filter is very simple as long as you know the basics of skinning.

Size of your image:
The warcraft3 screen properties are 2:1, so for a 800x600 resolution, you would get a 800x400 screen. So in order to have a proportioned picture, build your original in a 2:1 resolution.

Once it is done, resize it to wether 512x512 or 256x256 px, if you're using Photoshop, you'll have to uncheck "Constrain proportions" in order to resize your image properly.

Save your file into a TGA 32 bits pic and convert it to a .blp file using the image extractor.

Include the screen in your map:
This is just like normal skinning. What you'll have to do is to replace an original fade filter screen with your own.
path of fade filters:
ReplaceableTextures\Cameramasks\file.blp

Example: if I replace "Panda-n-Cub.blp", I'll type it like this:
ReplaceableTextures\Cameramasks\panda-n-cub.blp

In the world editor, I'll use the Panda-n-cub fade screen and here it is! The screen is summoned!
By divinesage of WC3 Campaigns:
Fade Filter will not filter out cinematic Doodads
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Part 5: Terrain and Atmosphere
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By Bob27 of The Hive Workshop:
Terraining a Cinematic

Terraining a Cinematic can be quite easy, because the terrain itself does not actualy have to be playable. Because of this you are able to take away the pathing of doodads and place them more easily and closely together. Heres a few things to remember though when terraining cinematics.
Things to Remember while Terraining Cinematics
• Make sure that you can't see past the end of the terrain, otherwise it looks like there is nothing behind thet terrain. Do this by changing the FarZ or the Camera Position.
• Make sure that none of the trees are placed where the camera could go through it, because it can look really bad if a moving camera goes through a tree.
• Although you don't have to make the map completly playable it is important to make sure that any units moving don't go through any rocks or anything solid which they shouldn't be able to go through.
• If you need to hide a doodad for one scene, but if in another scene in the same area you want that doodad to show you can use a unit for that doodad. Although you can hide and unhide destrucotables units can be placed alot easier then Destrucotables.


Enviroment and Atmosphere

It is important to have Enviroment settings which suit the setting and scene. Make sure at the end of each scene you change the settings, if nessecary.
Environment - Set sky to Sky

This trigger will change the sky. So you can change the sky each scene to what suits the setting the most. You can do the same thing except for with fog with this trigger.
Environment - Set fog to style Linear, z-start 1000.00, z-end 8000.00, density 0.00 and color (100.00%, 100.00%, 100.00%)

You can also create and destroy weather and change the time of day. This is very usful for using the same terrain except at a different time of day. Creating and destroying weather uses these two triggers.
Environment - Create at (Region) the weather effect Weather
Environment - Turn (Last created weather effect) On

Environment - Remove (Weather Effect)

However changing the time of day is not in the Enviroment catergory of the World Editor. Go to the Game catergory and use this trigger to change the time of day.
Game - Set the time of day to 12.00

You can also use this trigger to stop the cycle so it won't change suddenly half way through your cinematic when you don't want it to.
Game - Turn the day/night cycle Off
 

Knight7770

Hippopotomonstrosesquiped aliophobia
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Part 6: Animations and Battle Cinematics
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By Bob27 of The Hive Workshop:
Battle Cinematics

Battle Cinematics need alot of triggers to make them look good, and the triggers can get quite advanced.
Tip #3
Try not to have just a huge mass of units charging at eachother and fighting, try and make the battle as controled as possible.


It is important in a battle cinematic to keep the units under control, so this means using things like pausing the units, hiding and showing them and using commands to command them around the battlefield.

A function I have used commonly in my newest battle cinematic is this function.
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in FinalBattleGroupTop_Bad and do (Actions)
Loop - Actions
Action

This function will make every unit in the FinallBattleGroupTop_Bad region do that action. The Custom script: set bj_wantDestroyGroup = true fixes a leak that the Pick every unit function has.

This function is also quite usful because in many battle cinematics you can constantly hear people fighting in the background, when there is no fighting going on in the scene. The following function will easily stop that.
Tip #4
When you want to make it look like there is a huge army, try and position the camera and the units to make it appear alot bigger then it already is, like for example making it so you can see the end of the line of units or the back.


1 vs 1 Battle Cinematic

The Demo Cinematic I have attached to this Tutorial is a very basic 1 vs 1 battle that I made in about 5 minutes. A 1 vs 1 Battle can be made very simple with a few Animation and Movement triggers. Like these triggers.
Animation - Play Blademaster 0001 <gen>'s attack slam animation

Unit - Order Paladin 0000 <gen> to Move To (Center of Paladin Step Aside <gen>)



However to make it much better alot of special effects and sounds should be used.
Special Effect - Create a special effect at (Center of (Playable map area)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl

Sound - Play MetalHeavyChopFlesh1 <gen>

Basicly all you need to make a decent battle between two units is to be able to use these 4 things well and make them fit together.

Animation

Animations are an important part of cinematics. You can use Animations to show a battle, with two or more people using their attack animation, or an animation to show how there feeling. This is the basic function to play an animation.
Action
Animation - Play (Last created unit)'s stand animation

Using this trigger you can place any of the animations the unit has. You can do a number of things with animations, such as changing the flying height of a unit.If you have told a unit to do an animation you can reset the units animation with this trigger.
Action
Animation - Reset (Units)'s animation

You can also que an animation so once the unit has finished doing something it will play that animation.
Action
Animation - Queue (Units)'s stand animation

Tip #5
Cinematics can be made alot easier if you use units for somethings. There are some things that units can do, that doodads can't that you might want something to do in the cinematic. Because if this creating a unit and then using a doodads model can be very useful.


By Insaniteus of WC3 Campaigns:

Playing unit animations infinitly makes dull conversation parts more interesting. If no animations suit talking, just change the cameras around like they do on TV.
Setting unit transparency with the Animation - change unit vertex coloring trigger can make cloaked units or ghosts out of anything easily. You can also make someone flash multicolors like a crazy rainbow if you're weird.
Turning off unit collision can be a double edged sword. It can allow greater movement abilities etc, but sometimes they will walk right through a building or something and look retarded.
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Part 7: Sounds and Music
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By Bob27 of The Hive Workshop:
Music and Sounds
Music and Sounds are important in a cinematic. To play a sound just go to the sound editor, find the sound you want to use and press Ctrl+U, or if you want to use it as a peice of music press Ctrl+M. Remember however that the music has to be in mp3 format to use it as a peice of music. Once you have done that you can use this function to play the sound.
The Sound Editor


Use as Sound Button


Use as Music



Sound - Play Sound <gen>

Tip #6
Remember that a sound can not be played on Map Intilization, if you want a sound to play when the map first opens use this event.
Time - Elapsed game time is 0.00 seconds



Now if you want to play the music, not a sound you can use this function.
Sound - Play (Music)

Now this is just me personaly, but I use the Play Sound function to play both my sounds and my music, and never use the Play Music function during cinematics. However either one works fine. Also remember to make sure that when starting a new peice of music you have stopped the old music like this if you are using the Play Music function.
Action
Sound - Clear the music list
Sound - Stop music Immediately

Or this trigger if you are using the Play Sound function.
Sound - Stop dungeon_05 <gen> After fading

By Insaiteus of WC3 Campaigns:
IMPORTING SOUNDS:

This is a very general catagory, but since cinematic users are usually the ones working with custom musics the most I'm putting this here.

TIP: Always use MP3 format, there is NO reason not too.
TIP: There are many ways to shrink the filesize. The best are lowering bitrate to about 64K and timing your cinematic and then importing a song that lasts just 1 second longer than what is required so there is no wasted space.

I've heard alot of people ask about how to import MP3s, but the easiest method is just Sound Editor Import Sound/Music.

TIP: Music files silence other musics, but sounds don't. sounds also tend to be louder. Do some experimentation here.

Also, sometimes your map will become corrupted thanks to adding an MP3. I don't know WHY this is other than it's a file format issue. Download a new version of that song and try again.

CREATIVE TIP: Try to use rare musics, not ones that everyone on Earth has heard 50+ times. LotR music is about the only exception here, but even that is getting really old. Search for some OTHER songs made by Enya and Enigma, classical artists like Mozart, or even bands aint nobody heard of before. Sometimes searching for a TYPE of music can help you discover an awesome band that nobody knows about lol.

Using existing sound quirks from the campaign etc in your maps makes you come off as being a total noob, don't do it.

By Mech-Sheep of WC3 Campaigns:

Music Tip:

When you create a Cinematic, you should always save space. That's why you should choose ONE main music that you use throughout different scenes.

Okay, so you don't think the music fits in all the scenes, but IT CAN! There is something called "Pitch", where you can adjust from:

a) The trigger "Sound - Set sound pictch"

b) From Sound Editor, double-click on your music to reveal the Pitch control column.

The pitch is the most underused option that can make a huge difference. The lower the number, the slower and more bass it gets. The higher the number, the faster and more treble it gets. So, if you want to use your main music for different scenes, try adjusting the pitch! It can sometimes sound even better than the original!

The secret to timing things to your music is writing down marks on a peice of paper of what time each good part in your song is.
Once you have the time after playing, you can count the amount of Waits you have and make them equal. If a song gets heavy at 32 seconds, make your wait periods equal 32 seconds etc.

By candymuffins of WC3 Campaigns:

Sound Tips
sometimes a sound won't work as its supposed to if its in the wrong setting. say you wanted to play one of furions responses during your cinematic. in the sound editor, after you've selected your sound as one that you want to use, double-click it on the right side. in this case it will be a unit-response sound so you have to change it to general if you want to play it at any time during your cin. the sound properties might also have the 3d soun box clicked, this means that the sound is attached to the unit, you'll have to change this too if ya want to play the sound during you movie.
a great effect in cinematics is using "fake sounds" which are alot like "fake doodads". this is when you take an ability or a units sound and use it in a different context. for example, using an owl scouts repsonse sound in a scene in a dark forest. it gives the scene more depth and it make you feel like you're really there when this technique is used effectively.

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Part 8: Special Effects
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By Insaniteus of WC3 Campaigns:
SPECIAL EFFECTS:

Ok, for starters, I HONESTLY want everyone who is really determined to make good cinematics to at least LOOK at every single Model in WarCraft. There are alot of great models with infinite possibilities, as I proved in the DBZ scene of IC.

To do this, get UMSWE and go HERE! That site owns, pics of everything! To test in WE, just change the Peasant Model path to everything on the list one at a time.
--Sure, you can use any unit you want, or a custom unit, but tradition clearly dictates that this should be the peasant, since everyone I know including myself picks on this loser lol.
--DON'T include the .mdl(x) extension here, WE adds that on its own.

Write down the Model Paths that you think can be something cool in your cinematic.

FAQ: Where are the Chain Lightning/Mana Burn/Finger of Death Models?
A: They don't exist. Blizz needed these to be any size, so they did some fancy smancy thing that creates it in the map without a model file. To use these effects, I'm afraid you'll have to use the respective spells.

Now there are 3 ways to use special effects.

1: Attach to unit.
--Use the trigger "Special Effect - attach special effect to unit"
--use the MDL path you chose earlier here. MUST have ".mdl" or "mdx" at the end.
--Choose an attachment point. There is a big list that comes with UMSWE. The most common ones are:
overhead (never moves or goes away)
head
arm
foot
origin (Never moves or goes away)
--You can add "left" or "right" to the above where applicable to be more specific.
--The attachment points MUST be lowercase.

====>IMPORTANT: Save this effect to a Special Effects Variable, because there is NO WAY to remove it if you don't and it will be perminant.

2: Create at location.
--Use the Trigger "Special Effect - create special effect at point"
--Enter your mdl extension etc etc.
--These are fun, because they affect an area and aren't stuck on some guy. If you want an explosion, us this.

Tip: Most effects on units stay forever, where alot of effects on points vanish after the first showing. If you just want a singel showing of an effect, like an Infernal Meteor or a Thunderclap, use point.

Tip: Something I learned after I was done with IC is that while the effects on points are invisoble, they still "run" which can deplete memory. It's best to remove them after they play.

3: Use Custom Units
--This is only viable in Cinematic Maps, but is by far my favorite option.
--Using units, you can resize and recolor the effects, make them transparent, and move them at will to anywhere.
--You can fake a unit attach by running a periodic trigger to instantly move the effect unit to position of normal unit.
--some effects, Like Purge aka Psionic Storm lol, will only work as units.
--The only way to play different animations of special effects is through units.

Tip: Giving the units the ghost ability makes units ignore it as regaurds to pathing.
Slow Motion: Periodic trigger every .02 second, pause game, wait .01 second, unpause game. This should make things go at half speed without the viewer being able to see any jerking around since it's going fast as hell.

Diablo II Frozen Orb: This one's hard and requires UMSWE. You must make a custom unit that's a blue wisp, give it the ghost ability, disable collision for it, and set it's cooldown to .05 (have to set attackbackswing to 0, needs UMSWE). Set it's projectile art to lich attack, and set it's attack type to seige. Make a trigger that makes the orb and orders the orb to move forward. Periodic trigger for .05 (guessing) that centers a specific region a short distance from the orb towards a VARIABLE angle. If somebody's in the region, tell the orb to shoot them, if nobody's there tell the orb to shoot at the ground. Then increase the variable by 10 degrees. After a few seconds remove the orb.

Direct Fade to Location: Note that this doesn't look perfect, but it's better than nothing. Periodic trigger every .02 seconds show cam 1, wait .01 seconds, show cam 2.

By Shooter02 of WC3 Campaigns:

Note I havent tested this out yet but another possible way to do a direct fade is to use a custom fade filter of a screenshot of the second camera. Just apply the first camera, fade out, and apply the second one. You CANNOT have anything moving for this to look right.
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Part 9: ‘Faking’ Things
------------------------------------------------------------------------------------------
By DaemonKiller of WC3 Campaigns:
Make fake stuff if doodads can't give the results you want

Create units and give them doodad models. This is very useful for city buildings since they cannot be rotated without being resetted by War3. Making them a unit allows you to scale it up to 1000% and rotate it the way you want.

This is very useful too using fire doodads. If you make them bigger, they will look very different. here's something I've done using fire units, that's a kind of exclusive shot of a new project I've got with Electromancer, not really a project but anyway.



Make fake stuff with player controlled buildings too

Do the same for normal buildings (Player controlled buildings), they cannot be rotated either, so make them units also! Sometimes merging them with doodads or other buildings give unexpected results. I've used this technique in COTN Part 4 Scene 2.



Cinematics allow you to create tons of "fake stuff" as I like to call it. so explore! Try everything! Use all the features given by the World editor. I personally discover new stuff for every map I create, new tricks, they seem to be limitless! use your imagination, that's the key to succeed.

By Insaniteus of WC3 Campaigns:
The secret to good Cinematic Maps is faking things. Nobody cares about the norm, you have to make it look like you're doing the impossible.
The "Move unit" trigger makes a great knockback effect when used in small amounts in a periodic trigger :D.
Doodads can be moved ignoring clipping also, by holding ctrl and hitting one of the numpad directions. This is cool.
To make custom buildings by combining several other ones, make them ALL units using building models and turn and position them as you see fit. You can also add doodads, and even lowers and raised doodads to make a pimping shack :D.

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Part 10: Miscellaneous
------------------------------------------------------------------------------------------
By Insaniteus of WC3 Campaigns:
The secret to good Cinematic Maps is faking things. Nobody cares about the norm, you have to make it look like you're doing the impossible.
Doodads can be risen by selecting them and holding ctrl and pgup. pgdn lowers them. Try things like lowering flowerpots to only see the flowers, or raise rocks to make spires. You cna even make a floating tree it you're weird lol.
Watch movies and TV, and then try to imitate the special effects and style they use. If it's good enough for the big screen, it's DAMN good enough for War3 lol.
Rather than guessing how long it'll take for a guy to walk somewhere, it's best to make a seperate trigger with "unit enters region" event. This can be modified to suit all situations, but you get the idea.
Hidden units can still cast spells. This is REALLY good for having Infernals appear or to bloodlust somebody or make a Blizzard or even a Tranquility rainstorm and more. Abuse this wisely.
Using existing War3 characters is very dangerous, since if you don't play it right and have actual CHARACTER to the person it will come off as lame, stale, and also noobish. Nobody wants to see a map where Arthas shows up, talks about Frostmourne's will, and then kills someone just to leave afterwards.
Kinetic(moving) cameras give your work a more professional feel, however it also triples the lag. Make sure that all of your moving cameras have few units in sight and low Z-cutoffs (DK ;) )

By Mr.Jig of WC3 Campaigns:

1)-Music adds a lot to a scene

2)-ur first cinematic will probaly suck... like mine just play with things

3)-U can always use more cameras

4)-If u cant figuire out how sumthing is done ask...

5)Lots and Lots of Doodads

6)-Angles are everything

7)- Set a sky

8) Give each scene a mood

9)- Special effects are always good when used appropriatly

10) Spell check ( i ma being hippocit now..)
-If i suck at spelling like me get sum1 eles to get it

11) Make units face the correct way.. it can ruin ur whole scene

12) Give credit were credit is do...

13)-Be creative....

14)-Fade filters help your cinematic...

15)-Watch sum good cinematics like Insan. Cinematic - Creatures of the night - and maby mine, The Master, mine isnt as good as thsoe but i use camreas well in it...

16)-Take constructive critizism well...

By LrdSlothPaladin of WC3 Campaigns:

Everyone who plans to become a great cinematic maker should be willing to open up great cinematics and see how they tick, and remember there are other great cinematics other then Insaniteus and DK, manly these where made by Blizzard :) So if you ever want to do a SFX that you have seen in IC or CoTN or in the Warcraft campaigns all you need do is look, if you don't know how to look at the campaign cins you need to get winMPQ and open up the war.mpq then in the box that you can type that has an “*� in it type “*.w3m� this will hide all but the map files to make it easer then just open the one you saw the effect in and find out how they did it. One more thing, if you plan to make good cinimatics you need to learn how to use variables, if you don't know how I'm sure there's some good tutorials on this site, this is how I made both of my tutorials, the first was used off mission one of the Human Campaign and the latter off of IC

By DarthSaitoh of WC3 Campaigns:
sorry if someone has said this already, i didnt have time to read the whole thread (very busy lately). if you want to make a good thunder effect, like during a storm use this:

Events
Time - Every 12.00 seconds of game time

Actions
Cinematic - Fade out and back in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency

Sound - Play LightningBolt1 <gen>

all it does is flash the screen and play a thunder effect (the sound's path is Doodads->Cinemtaic->LighningBolt->LightningBolt1), but it works well enough.

By Iron_Ian of WC3 Campaigns:
Custom Tree models -

If you have a problem with a custom tree that you've imported and are using as a destructable not showing up, this is how you correct it:

In the destructable editor, there is a field called "Use Lightwieght Model", set this to false and your trees should show up.

If that doesn't work, make sure if the tree model has custom skins they are imported and in the proper path.

By Xaran Alamas of WC3 Campaigns:
I found out something very useful while making my Naga Coral city: Sometimes it would get annoying if you'd placed a bunch of doodads but then placed pathing blockers around that area but couldn't reach them because it would usually select one of the doodads around the one I actually wanted. An easy way round this is in the doodad editor setting the offending doodad to "Editor - Ignore Model clicks= true" As the name suggests this means that in the editor it will ignor if you click on this doodad however if you had use cick helper activated on this doodad it would only recognise you selecting the click helper. It's effectively like the freeze selection option on 3ds Max. If you want to be able to click the doodad again just put the Ignore Model Clicks option to false again. Hope this helps :D
------------------------------------------------------------------------------------------
Part 10: Sub-Part: World Editor Hotkey-List
------------------------------------------------------------------------------------------

By Nuladion of WC3 Campaigns:
Here's a list with hotkeys for WE!
It can be very helpful when doing maps/cinematics!
I believe this list is complete! If not, tell me and I'll add the ones I'm missing!

################## Start of Guide ##################

A - Show Palette
B - Show camera Bounds (ON/OFF)
C - Lock to Game Camera (ON / OFF)
D - Go to Doodads Layer
E - (Un)hides Weather
G - Toggle Grid ( None / Small / Medium / Large )
H - (Un)hides Blight
I - (Un)hides Units Info Display
K - (Un)hides Sky
L - (Un)hides Lightning
M - Go to Cameras Layer
P - (Un)hides Pathing
R - Go to Regions Layer
S - (Un)hides Shadows
T - Go to Terrain Layer
U - Go to Units Layer
W - (Un)hides all Water
X - Toggle Letterbox Mode

SPACE - Toggle selection Brush
PRINTSCREEN - Take a Screenshot (WE stores this in you Warcraft3\Screenshots\ folder!)

HOME - Makes the Selected Doodad Wider
END - Makes the Selected Doodad Narrower
PageUp - Makes the Selected Doodad Taller
PageDown - Makes the Selected Doodad Shorter

F3 - Terrain Editor
F4 - Trigger Editor
F5 - Sound Editor
F6 - Unit Editor
F8 - Object Manager

ALT+F - File
ALT+F4 - Closes WE
ALT+E - Edit
ALT+V - View
ALT+L - Layer
ALT+S - Scenario
ALT+T - Tools
ALT+M - Module
ALT+W - Window
ALT+H - Help

CTRL+1 - Set Brush size to 1
CTRL+2 - Set Brush size to 2
CTRL+3 - Set Brush size to 3
CTRL+4 - Set Brush size to 5
CTRL+5 - Set Brush size to 8
CTRL+[ - Set Brush Shape to Circle
CTRL+] - Set Brush Shape to Square
CTRL+A - Select All (depends on what you're working with: units/doodads/etc.)
CTRL+C - Copy
CTRL+D - (Un)hides all Doodads
CTRL+F9 - Test Current Map
CTRL+M - View Camera Objects (ON/OFF)
CTRL+N - New Map
CTRL+O - Open Map
CTRL+R - View Regions (ON/OFF)
CTRL+S - Save Current Map
CTRL+SHIFT+C - Snap to Game Camera
CTRL+T - Toggle Terrain View (textured / Wireframed / Hidden)
CTRL+U - (Un)hides all Units
CTRL+V - Paste
CTRL+W - Close Current Map
CTRL+X - Cut
CTRL+Y - Redo
CTRL+Z - Undo

CTRL+NUM1 - Moves a Doodad/Unit Down and to the Left (ignores collision!)
CTRL+NUM2 - Moves a Doodad/Unit Down (ignores collision!)
CTRL+NUM3 - Moves a Doodad/Unit Down and to the Right (ignores collision!)
CTRL+NUM4 - Moves a Doodad/Unit to the Left (ignores collision!)
CTRL+NUM6 - Moves a Doodad/Unit to the Right (ignores collision!)
CTRL+NUM7 - Moves a Doodad/Unit Up and to the Left (ignores collision!)
CTRL+NUM8 - Moves a Doodad/Unit Up (ignores collision!)
CTRL+NUM9 - Moves a Doodad/Unit Up and to the Right (ignores collision!)

CTRL+PageUp - Increaes the Flying Height of a Unit/Doodad (Walking Units have a Flying Height of 0)
CTRL+PageDown - Decreaes the Flying Height of a Unit/Doodad (Walking Units have a Flying Height of 0)


################### End of Guide ###################


------------------------------------------------------------------------------------------
Part 10: Sub-Part: Skipping Cinematics
------------------------------------------------------------------------------------------
By Insaniteus of WC3 Campaigns:
Enabling Skipping of Cinematics.

The following is a Copy/Paste from something Trav said, which answers the question here.

-----------------------------------------------
Basically you do this:

Event - Cinematic is Skipped
Set (Boolean) variable Skip = True
Turn off this trigger
*Proceed to run all relevant stuff that may have been in your cinematic trigger here*

Now in your cinematic trigger, you should have it set up like so:

Cinematic stuff
Wait X seconds
If Skip is equal to True then Skip Remaining Actions else Do Nothing


Throw a lot of that If/Then into your cinematic trigger, and make certain that you are careful here. Have the cinema skip trigger initially off, and have it turned on right after cinematic mode is turned on in your cin. trigger. Leaving out relevant things from your cin. trigger in your skip trigger can cause problems such as perma-paused units, freezing in cin. mode, etc. So make sure you double check your placement.
-------------------------------------

That should help people who want in-game cinematics as opposed to a full cinematic map.

By LrdSlothPaladin of WC3 Campaings:

Cinematic Skipping 101

By LrdSlothPaladin

In "Cinematics for Dummies, the Uber Tutorial " they tell you how to skip a Cinimatic but heres an EZer guide if you still have a hard time...

Step 1: Make your cinematic trigger (You need to know how to make cinematic and variables before you read this!)

Step 2: Create a new trigger called “name of old trigger Skip� and uncheck “Initially On�

Step 3: Set the “Event� for “trigger Skip� to Player Skips a Cinematic� and set the blue text to the player that is viewing the cut scene (this skipping is not great for multiplayer maps)

Step 4: Now the fun begins, create a “Variable� and name it what you will (I generally name it the name of the trigger) and set its type to “Boolean� (Named after Robert Boolean for inventing Boolean math!) and set its initial value to “False�

Step 5: Now in your original trigger make the first action that happens “Turn On Trigger� and set the blue field to “trigger Skip� (or whatever you called it)

Step 6: In the “trigger Skip� set the first action to “Turn off Trigger� blue field = (This Trigger)

Step 7: For the next action use “Set Variable� blue text 1= “name of your variable� blue text 2 = “True�

Step 8: In your “cinematic trigger� make a new action after the first action that takes time aka (Wait, Transition from Unit, ext, ext) it needs to be a “If/Then/Else� action where IF blue text = “Boolean Comparison (blue text 1 = “name of your variable� blue text 2 = “True�) and the THEN blue text = “Skip Remaining Actions� ant the ELSE blue text = “Do Nothing�

Step 9: Now copy the action you just made and paste it after every action that takes time (e.g. Wait, Transition from Unit, ext, ext) until the Point of No Return. This is Essential! (This point is the part were the cinematic is over but things like units that were talking there last talk before death die, units that told you they would join you change player, you know what I'm talking about) and then add a command that turns off the “trigger Skip�

Step 10: Finally we made it! Now all that's left to do is copy all actions that are after the Point Of No Return into the “trigger Skip� this is vary imported, for example if you have a movie where some troops join your side but you skip it you still want the troops joining you. Check to make sure that every action that is needed is in this trigger so that it does not get skipped!

There you go, just a warning, test your triggers before you release them to the public, I was making this trigger where a witch turned into a crow killed a unit and then flew to a different location on the map in the middle of a cinematic and what I had to do was instantly move unit to location to make sure she was not still around when the cinematic ends- what I'm saying is you need to watch for stuff like that and make sure your trigger skipping does not interfere with the way your map plays. If I misinformed you on anything let me know,

LSP

By the way here is map that show everything I showed you, if you want to see how to make a repeating trigger look at the “Repeat� trigger. The “Skip Intro� even has a action at the end demonstrating what actions you need to copy from the “Intro� trigger to the “Skip Intro� trigger.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ Ɯ
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Resources:
http://wc3campaigns.net/ and subdirectories
http://www.hiveworkshop.com/ and subdirectories
http://world-editor-tutorials.thehelper.net/ and subdirectories
 

NullCurrent

( ゚ε ゚)
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Wow, very nice collection. But, to be completly honest. Who is going to read all that!
Nice though... +rep.
 

ReVolver

Mega Super Ultra Cool Member
Reaction score
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Did you get permission to add their work here? For any kind of compilation of anything... you need to get the author's permission.
 
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