eatbeaver
New Member
- Reaction score
- 7
How can i detect if a trigger is runnig? Right now i use boolean but its not flexible. Is there an ahoter better way?
Keyboard
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Set Runnigtrigger = True
Cinematic - Turn cinematic mode Off for (All players)
Wait 2.00 seconds
Trigger - Turn off Begin <gen>
Trigger - Clear the trigger queue
Camera - Apply Game camera <gen> for Player 1 (Red) over 0.00 seconds
Quest - Create a Required quest titled Nlorins blood with the description Shout the password ..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Display to (All players) the Quest Update message: |cff995500Notice:Wh...
Intro Cinematic Q
Events
Conditions
Actions
Set InCinematic = True
-------- Fade Out --------
Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
-------- Set Up Scene --------
Cinematic - Turn cinematic mode On for APG1_Player
Trigger - Run Intro Setup <gen> (checking conditions)
Camera - Apply Intro01A <gen> for AP1_Player over 0.00 seconds
Camera - Apply Intro01B <gen> for AP1_Player over 9.00 seconds
-------- Fade In --------
Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Animation - Play Peon01's Walk Gold animation
Unit - Order Peon01 to Move To (Center of Peon01B <gen>)
Animation - Play Peon02's Walk Lumber animation
Unit - Order Peon02 to Move To (Center of Peon02B <gen>)
Wait 2.00 seconds
Sound - Set volume of RollingThunder1 <gen> to 70.00%
Sound - Play RollingThunder1 <gen>
Trigger - Turn on Intro Skipped <gen>
-------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
-------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
-------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
-------- Scenic shot --------
Wait 2.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Sound - Set volume of Seagull1 <gen> to 70.00%
Sound - Play Seagull1 <gen>
Wait 2.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Wait 2.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Thrall on the beach --------
Camera - Apply Intro02A <gen> for AP1_Player over 0.00 seconds
Camera - Apply Intro02B <gen> for AP1_Player over 6.00 seconds
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display It was lucky we hap.... Modify duration: Set to 6.00 seconds and Don't wait
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 6.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Camera - Apply Intro04 <gen> for AP1_Player over 0.00 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.25 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Grunt01 to Move To (Center of Grunt01Dest <gen>)
Cinematic - Send transmission to (All players) from Grunt01 named Grunt: Play No sound and display Warchief, half of t.... Modify duration: Set to 5.50 seconds and Don't wait
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Make Thrall face Grunt01 over 0.20 seconds
Wait 4.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Thrall to Move To (Center of ThrallIntro01 <gen>)
Sound - Set volume of RollingThunder1 <gen> to 70.00%
Sound - Play RollingThunder1 <gen>
Wait 1.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display We had better get s.... Modify duration: Set to 5.50 seconds and Don't wait
Wait 4.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Base construction --------
Camera - Apply Intro05A <gen> for AP1_Player over 0.00 seconds
Trigger - Run Create Peon03 <gen> (checking conditions)
Trigger - Run Create Peon04 <gen> (checking conditions)
Unit - Create 1 Great Hall for AP1_Player at (Center of StartingTownHall <gen>) facing Default building facing degrees
Unit - Create 1 Orc Burrow for AP1_Player at (Center of StartingBurrow02 <gen>) facing Default building facing degrees
Unit - Order Grunt01 to Move To (Center of Grunt01End <gen>)
Unit - Order Raider01 to Move To (Center of Grunt03End <gen>)
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Sound - Set volume of Seagull1 <gen> to 70.00%
Sound - Play Seagull1 <gen>
-------- Shaman sense that something is wrong --------
Unit - Order Shaman01 to Move To (Center of Shaman01Dest <gen>)
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Shaman02 to Move To (Center of Shaman02Dest <gen>)
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Thrall to Move To (Center of ThrallIntro02 <gen>)
Unit - Order Shaman01 to Stop
Unit - Make Shaman01 face Thrall over 0.20 seconds
Trigger - Turn off WorkingPeon01A <gen>
Trigger - Turn off WorkingPeon01B <gen>
Trigger - Turn off WorkingPeon02A <gen>
Trigger - Turn off WorkingPeon02B <gen>
Unit - Order Peon01 to Move To (Center of Peon01A <gen>)
Unit - Order Peon02 to Move To (Center of Peon02A <gen>)
Cinematic - Send transmission to (All players) from Shaman01 named Shaman: Play No sound and display Warchief, I sense s.... Modify duration: Add 0.00 seconds and Don't wait
Wait 4.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Camera - Apply Intro05B <gen> for AP1_Player over 4.00 seconds
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Hmmm.... Modify duration: Add 0.00 seconds and Don't wait
Wait 1.00 seconds
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Thrall casts Far Sight and sees the Sentry Wards --------
Sound - Reset all volume channels to 100%
Unit - Order Thrall to Orc Far Seer - Far Sight (Position of Thrall)
Wait 3.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.25 seconds
Sound - Setup all volume channels for speech
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Camera - Apply Intro06 <gen> for AP1_Player over 0.00 seconds
Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye04 <gen>) facing 180.00 degrees
Set Eye04 = (Last created unit)
Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye05 <gen>) facing 180.00 degrees
Set Eye05 = (Last created unit)
Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye06 <gen>) facing 180.00 degrees
Set Eye06 = (Last created unit)
Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye07 <gen>) facing 180.00 degrees
Set Eye07 = (Last created unit)
-------- Shift Shaman and Thrall --------
Unit - Move Thrall instantly to (Center of Thrall02 <gen>)
Unit - Move Shaman01 instantly to (Center of Shaman01A <gen>)
Unit - Move Shaman02 instantly to (Center of Shaman02A <gen>)
Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.25 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display There's the source .... Modify duration: Add 0.00 seconds and Don't wait
Wait 3.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Enter the Troll --------
Unit - Create 1 Sen'Jin for Player 4 (Purple) at (Center of WitchDoctorSpawn <gen>) facing 315.00 degrees
Set WitchDoctor = (Last created unit)
Unit - Create 1 Troll Headhunter for Player 4 (Purple) at (Center of Headhunter01Spawn <gen>) facing 315.00 degrees
Set Headhunter01 = (Last created unit)
Unit - Create 1 Troll Headhunter for Player 4 (Purple) at (Center of Headhunter02Spawn <gen>) facing 315.00 degrees
Set Headhunter02 = (Last created unit)
Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display It is you!. Modify duration: Add 0.00 seconds and Don't wait
Wait 1.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Camera - Apply Intro07 <gen> for AP1_Player over 0.00 seconds
Unit - Unpause WitchDoctor
Unit - Order WitchDoctor to Move To (Center of WitchDoctor01 <gen>)
Unit - Order Headhunter01 to Move To (Center of Headhunter01 <gen>)
Unit - Order Headhunter02 to Move To (Center of Headhunter02 <gen>)
Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display I saw your arrival .... Modify duration: Set to 9.00 seconds and Don't wait
Wait 7.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Thrall approaches Sen'Jin --------
Camera - Apply Intro08 <gen> for AP1_Player over 0.00 seconds
Unit - Order Thrall to Move To (Center of Thrall03 <gen>)
Wait 1.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Shaman01 to Move To (Center of Shaman01B <gen>)
Unit - Order Shaman02 to Move To (Center of Shaman02B <gen>)
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Looks like this tro.... Modify duration: Set to 8.00 seconds and Don't wait
Wait 8.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Sen'jin warns Thrall of the Humans --------
Camera - Apply Intro09A <gen> for AP1_Player over 0.00 seconds
Camera - Apply Intro09B <gen> for AP1_Player over 15.00 seconds
Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display I be Sen'Jin, leade.... Modify duration: Set to 15.00 seconds and Don't wait
Wait 15.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Humans?. Modify duration: Add 0.00 seconds and Don't wait
Wait 1.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Human outpost flyby --------
Camera - Apply Intro10A <gen> for AP1_Player over 0.00 seconds
Unit - Unpause Peasant 0043 <gen>
Unit - Unpause Peasant 0034 <gen>
Unit - Unpause Peasant 0033 <gen>
Unit - Unpause Footman 0149 <gen>
Unit - Unpause Rifleman 0152 <gen>
Unit - Unpause Priest 0145 <gen>
Unit - Unpause Archmage
Unit - Order Peasant 0043 <gen> to Harvest Gold Mine 0070 <gen>
Unit - Order Peasant 0034 <gen> to Harvest Gold Mine 0070 <gen>
Unit - Order Peasant 0033 <gen> to Harvest Gold Mine 0070 <gen>
Unit - Order Footman 0149 <gen> to Move To (Center of Flyby01B <gen>)
Unit - Order Priest 0145 <gen> to Move To (Center of Flyby03B <gen>)
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Camera - Apply Intro10B <gen> for AP1_Player over 8.00 seconds
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display Yes! They hound us .... Modify duration: Set to 9.00 seconds and Don't wait
Wait 3.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Rifleman 0152 <gen> to Move To (Center of Flyby02B <gen>)
Wait 2.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Animation - Play Archmage's stand victory animation
Wait 3.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Animation - Reset Archmage's animation
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Back to the beach --------
Camera - Apply Intro11A <gen> for AP1_Player over 0.00 seconds
Unit - Move Thrall instantly to (Center of Gameplay Thrall Start <gen>)
Unit - Make Thrall face Raider01 over 0.00 seconds
Unit - Move Shaman01 instantly to (Center of Shaman01C <gen>)
Unit - Make Shaman01 face Thrall over 0.00 seconds
Unit - Move Shaman02 instantly to (Center of Shaman02C <gen>)
Unit - Make Shaman02 face Thrall over 0.00 seconds
Unit - Make Grunt01 face Thrall over 0.00 seconds
Unit - Make Raider01 face Thrall over 0.00 seconds
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Camera - Apply Intro11B <gen> for AP1_Player over 9.00 seconds
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Well, I'd rather fi.... Modify duration: Set to 9.50 seconds and Don't wait
Wait 6.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Shaman01 to Move To (Center of Gameplay Shaman01 Start <gen>)
Unit - Order Shaman02 to Move To (Center of Gameplay Shaman02 Start <gen>)
Unit - Order Grunt01 to Move To (Center of Gameplay Grunt01 Start <gen>)
Unit - Order Raider01 to Move To (Center of Gameplay Grunt03 Start <gen>)
Wait 3.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Camera - Apply Intro09A <gen> for AP1_Player over 0.00 seconds
Camera - Apply Intro09B <gen> for AP1_Player over 6.00 seconds
Unit - Make WitchDoctor face 280.00 over 0.00 seconds
Wait 0.50 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
-------- Exit the Troll --------
Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display Good luck, my frien.... Modify duration: Set to 7.00 seconds and Don't wait
Wait 4.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order WitchDoctor to Move To (Center of WitchDoctorEnd01 <gen>)
Wait 1.00 seconds
If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
Unit - Order Headhunter01 to Move To (Center of Headhunter01End <gen>)
Unit - Order Headhunter02 to Move To (Center of Headhunter02End <gen>)
-------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
-------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
-------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
Trigger - Turn off Intro Skipped <gen>
-------- Fade Out --------
Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 1.00 seconds
-------- Cleanup --------
Trigger - Run Intro Cleanup <gen> (checking conditions)
-------- Start AI, Let AI Settle Down --------
Trigger - Run Start AI <gen> (checking conditions)
Wait 1.00 seconds
Cinematic - Turn cinematic mode Off for APG1_Player
-------- Fade In --------
Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 1.00 seconds
-------- Start Game --------
Trigger - Run Gameplay <gen> (checking conditions)
Set InCinematic = False
Trigger - Remove (This trigger) from the trigger queue
Intro Skipped
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Trigger - Turn off (This trigger)
Set IntroSkipped = True
-------- Fade Out --------
Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
-------- Cleanup --------
Trigger - Run Intro Cleanup <gen> (checking conditions)
-------- Start AI, Let AI Settle Down --------
Trigger - Run Start AI <gen> (checking conditions)
Wait 1.00 seconds
Cinematic - Turn cinematic mode Off for APG1_Player
-------- Fade In --------
Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Wait 0.50 seconds
-------- Start Game --------
Trigger - Run Gameplay <gen> (checking conditions)
Set InCinematic = False
Trigger - Remove Intro Cinematic Q <gen> from the trigger queue