• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Kill Sound System 1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: -Kobas-
It isn't mine system but i never find a system like that here in hive and i think it is pretty usefull for some AoS or shooter or so..
Thanks to priest170234 to optimize my kill sound system and writing me the triggers
Credits to king_drift_alex for the Firstblood trigger

  • Spree
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- // The time for the next kill system of a player to reset --------
      • Set SPREE_NEXT_KILL_MAXIMUM_TIMER = 10
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound for next kill system --------
      • Set SPREE_NEXT_KILL_SOUND[2] = No sound
      • Set SPREE_NEXT_KILL_SOUND[3] = No sound
      • Set SPREE_NEXT_KILL_SOUND[4] = No sound
      • Set SPREE_NEXT_KILL_SOUND[5] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound of the streak system --------
      • Set SPREE_SOUND[1] = No sound
      • Set SPREE_SOUND[3] = No sound
      • Set SPREE_SOUND[4] = No sound
      • Set SPREE_SOUND[5] = No sound
      • Set SPREE_SOUND[6] = No sound
      • Set SPREE_SOUND[7] = VillagerMaleDeath1 <gen>
      • Set SPREE_SOUND[8] = No sound
      • Set SPREE_SOUND[9] = No sound
      • Set SPREE_SOUND[10] = No sound
      • Set SPREE_SOUND[11] = No sound
      • Set SPREE_SOUND[12] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • Set Playername[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
      • Set Playername[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
      • Set Playername[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
      • Set Playername[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
      • Set Playername[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
      • Set Playername[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
      • Set Playername[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
      • Set Playername[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
      • Set Playername[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
      • Set Playername[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
      • Set Playername[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
      • Set Playername[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))
  • Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
    • Actions
      • Set SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] = (SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_INTEGER[(Player number of (Owner of (Triggering unit)))] = 0
      • Set SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] = (SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_TIMER[(Player number of (Owner of (Killing unit)))] = SPREE_NEXT_KILL_MAXIMUM_TIMER
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Make_Kill Equal to True
        • Then - Actions
          • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
          • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • First_Blood Equal to False
          • (Owner of (Killing unit)) Not equal to Neutral Hostile
          • (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
          • ((Dying unit) is A Hero) Equal to True
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has drawn |c00ff0000first blood|r)
          • Sound - Play VillagerMaleDeath1 <gen>
          • Set First_Blood = True
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== STREAK! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Killingspree --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 1
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + made an |c00990099Ownage|r!)
          • Sound - Play SPREE_SOUND[1]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFKillingspree|r!)
          • Sound - Play SPREE_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff9900Multikill|r!)
          • Sound - Play SPREE_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Mega Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff33ffMega Kill|r!)
          • Sound - Play SPREE_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 6: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 6
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Dominating|r!)
          • Sound - Play SPREE_SOUND[6]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 7: Wicked Sick --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 7
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c009933ffWhickedsick|r!)
          • Sound - Play SPREE_SOUND[7]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 8: Monster Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 8
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c0099ff33Monster Kill|r!)
          • Sound - Play SPREE_SOUND[8]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 9: Unreal --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 9
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00000066Unreal|r!)
          • Sound - Play SPREE_SOUND[9]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 10: Holy Shit --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 10
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00ffff00Holy Shit|r!)
          • Sound - Play SPREE_SOUND[10]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 11: Unstoppable --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 11
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Unstoppable|r!)
          • Sound - Play SPREE_SOUND[11]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 12: Godlike --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Greater than or equal to 12
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c000099ffGod Like|r!)
          • Sound - Play SPREE_SOUND[12]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== NEXT KILL! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 2: Double Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 2
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cffE8B57DDouble Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[2]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Triple Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFTripple Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Ultra Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has an |c009999ffUltra Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Rampage --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is on a |c00ff6600Rampage|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
  • Next Kill
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set SPREE_TIMER[(Integer A)] = (SPREE_TIMER[(Integer A)] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SPREE_TIMER[(Integer A)] Equal to 0
            • Then - Actions
              • Set SPREE_NEXT_KILL[(Integer A)] = 0
            • Else - Actions




in my opinion it is easy to change.


Keywords:
Kill Sound System, System, Ownage, Doublekill, Tripplekill, Godlike, streak
Contents

Kill Sound System 1.0 (Map)

Reviews
http://www.hiveworkshop.com/forums/spells-569/identify-system-1-00-a-183934/?prev=r%3D20%26status%3Dr2%26page%3D41Bribe (Player number of (Owner of (Killing unit))) Store that into a variable. Really bad efficiency to have three function calls...

Moderator

M

Moderator

http://www.hiveworkshop.com/forums/spells-569/identify-system-1-00-a-183934/?prev=r%3D20%26status%3Dr2%26page%3D41Bribe

(Player number of (Owner of (Killing unit)))

Store that into a variable. Really bad efficiency to have three function calls (or more, counting BJ's) when you can just store this to a variable.

(Owner of (Dying unit)) -> (Triggering player)
(Dying unit) -> (Triggering unit)

Take advantage of the "else" block to avoid redundant boolean evaluations.
 
Level 8
Joined
Oct 31, 2010
Messages
238
Hey? I didn't know that you would upload that.. I made it out of scratch under 15 minutes.. And maybe there are errors.. And maybe it is not effective.. I haven't optimized it yet.


  • Spree
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- // The time for the next kill system of a player to reset --------
      • Set SPREE_NEXT_KILL_MAXIMUM_TIMER = 10
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound for next kill system --------
      • Set SPREE_NEXT_KILL_SOUND[2] = No sound
      • Set SPREE_NEXT_KILL_SOUND[3] = No sound
      • Set SPREE_NEXT_KILL_SOUND[4] = No sound
      • Set SPREE_NEXT_KILL_SOUND[5] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound of the streak system --------
      • Set SPREE_SOUND[1] = No sound
      • Set SPREE_SOUND[3] = No sound
      • Set SPREE_SOUND[4] = No sound
      • Set SPREE_SOUND[5] = No sound
      • Set SPREE_SOUND[6] = No sound
      • Set SPREE_SOUND[7] = VillagerMaleDeath1 <gen>
      • Set SPREE_SOUND[8] = No sound
      • Set SPREE_SOUND[9] = No sound
      • Set SPREE_SOUND[10] = No sound
      • Set SPREE_SOUND[11] = No sound
      • Set SPREE_SOUND[12] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • Set Playername[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
      • Set Playername[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
      • Set Playername[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
      • Set Playername[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
      • Set Playername[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
      • Set Playername[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
      • Set Playername[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
      • Set Playername[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
      • Set Playername[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
      • Set Playername[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
      • Set Playername[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
      • Set Playername[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))
  • Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
    • Actions
      • Set SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] = (SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_INTEGER[(Player number of (Owner of (Triggering unit)))] = 0
      • Set SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] = (SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_TIMER[(Player number of (Owner of (Killing unit)))] = SPREE_NEXT_KILL_MAXIMUM_TIMER
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Make_Kill Equal to True
        • Then - Actions
          • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
          • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • First_Blood Equal to False
          • (Owner of (Killing unit)) Not equal to Neutral Hostile
          • (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
          • ((Dying unit) is A Hero) Equal to True
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + make the |c00ff0000first blood|r)
          • Sound - Play VillagerMaleDeath1 <gen>
          • Set First_Blood = True
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== STREAK! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Killingspree --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 1
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + made an |c00990099Ownage|r!)
          • Sound - Play SPREE_SOUND[1]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFKillingspree|r!)
          • Sound - Play SPREE_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff9900Multikill|r!)
          • Sound - Play SPREE_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Mega Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff33ffMega Kill|r!)
          • Sound - Play SPREE_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 6: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 6
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Dominating|r!)
          • Sound - Play SPREE_SOUND[6]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 7: Wicked Sick --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 7
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c009933ffWhickedsick|r!)
          • Sound - Play SPREE_SOUND[7]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 8: Monster Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 8
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c0099ff33Monster Kill|r!)
          • Sound - Play SPREE_SOUND[8]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 9: Unreal --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 9
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00000066Unreal|r!)
          • Sound - Play SPREE_SOUND[9]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 10: Holy Shit --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 10
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00ffff00Holy Shit|r!)
          • Sound - Play SPREE_SOUND[10]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 11: Unstoppable --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 11
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Unstoppable|r!)
          • Sound - Play SPREE_SOUND[11]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 12: Godlike --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Greater than or equal to 12
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c000099ffGod Like|r!)
          • Sound - Play SPREE_SOUND[12]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== NEXT KILL! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 2: Double Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 2
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cffE8B57DDouble Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[2]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Triple Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFTripple Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Ultra Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has an |c009999ffUltra Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Rampage --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff6600Rampage|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
  • Next Kill
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set SPREE_TIMER[(Integer A)] = (SPREE_TIMER[(Integer A)] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SPREE_TIMER[(Integer A)] Equal to 0
            • Then - Actions
              • Set SPREE_NEXT_KILL[(Integer A)] = 0
            • Else - Actions
 
Level 12
Joined
Nov 20, 2007
Messages
660
this looks like mine LoL
You steal my work ?
There is the original made by me
there are the original triggers
  • Settings
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • Conditions
    • Actions
      • -------- Players Name --------
      • Set Players_Name[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
      • Set Players_Name[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
      • Set Players_Name[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
      • Set Players_Name[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
      • Set Players_Name[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
      • Set Players_Name[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
      • Set Players_Name[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
      • Set Players_Name[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
      • Set Players_Name[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
      • Set Players_Name[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
      • Set Players_Name[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
      • Set Players_Name[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))
      • -------- Sounds --------
      • Set Sounds_List[1] = No sound
      • Set Sounds_List[2] = No sound
      • Set Sounds_List[3] = No sound
      • Set Sounds_List[4] = No sound
      • Set Sounds_List[5] = rampage <gen>
      • Set Sounds_List[6] = dominating <gen>
      • Set Sounds_List[7] = No sound
      • Set Sounds_List[8] = megakill <gen>
      • Set Sounds_List[9] = monsterkill <gen>
      • Set Sounds_List[10] = unstoppable <gen>
      • Set Sounds_List[11] = whickedsick <gen>
      • Set Sounds_List[12] = unreal <gen>
      • Set Sounds_List[13] = ultrakill <gen>
      • Set Sounds_List[14] = ludicrouskill <gen>
      • Set Sounds_List[15] = holyshit <gen>
      • Set Sounds_List[16] = godlike <gen>
      • -------- Messages --------
      • Set Messages_List[1] = <Empty String>
      • Set Messages_List[2] = <Empty String>
      • Set Messages_List[3] = <Empty String>
      • Set Messages_List[4] = <Empty String>
      • Set Messages_List[5] = |c00ff9900Rampage|r
      • Set Messages_List[6] = |c00990099Dominating|r
      • Set Messages_List[7] = <Empty String>
      • Set Messages_List[8] = |c00ff33ffMega Kill|r
      • Set Messages_List[9] = |c0099ff33Monster Kill|r
      • Set Messages_List[10] = |c00990000Unstoppable|r
      • Set Messages_List[11] = |c009933ffWhickedsick|r
      • Set Messages_List[12] = |c00000066Unreal|r
      • Set Messages_List[13] = |c009999ffUltra Kill|r
      • Set Messages_List[14] = |c00ff6600Ludicrou Skill|r
      • Set Messages_List[15] = |c00ffff00Holy Shit|r
      • Set Messages_List[16] = |c000099ffGod Like|r
      • -------- Total messages and sounds include the last sound and message. --------
      • Set Total_Messages = 16
      • Set Start_Kills = 4
  • Kill
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is A Hero) Equal to True
      • ((Killing unit) belongs to an ally of (Owner of (Dying unit))) Not equal to True
    • Actions
      • Set Make_Kill = True
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Killing unit)) Equal to Neutral Hostile
        • Then - Actions
          • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Dying unit)))] + has been killed by neutral creeps)
          • Set Make_Kill = False
          • Set Killing_Spree[(Player number of (Owner of (Dying unit)))] = 0
          • Set Kill_Points[(Player number of (Owner of (Dying unit)))] = 0
          • Set Kill_Waiting_Time[(Player number of (Owner of (Dying unit)))] = 0
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Killing unit)) Equal to (Owner of (Dying unit))
            • Then - Actions
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Dying unit)))] + has been killed by himself)
              • Set Make_Kill = False
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Make_Kill Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Kill_Points[(Player number of (Owner of (Dying unit)))] Less than or equal to Start_Kills
            • Then - Actions
              • Game - Display to (All players) the text: ((Players_Name[(Player number of (Owner of (Killing unit)))] + just pawn ) + Players_Name[(Player number of (Owner of (Dying unit)))])
            • Else - Actions
              • Game - Display to (All players) the text: ((Players_Name[(Player number of (Owner of (Killing unit)))] + just pawn ) + (Players_Name[(Player number of (Owner of (Dying unit)))] + ( ending it's + Messages_List[Kill_Points[(Player number of (Owner of (Dying unit)))]])))
          • Set Killing_Spree[(Player number of (Owner of (Dying unit)))] = 0
          • Set Kill_Points[(Player number of (Owner of (Dying unit)))] = 0
          • Set Kill_Waiting_Time[(Player number of (Owner of (Dying unit)))] = 0
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Make_Kill Equal to True
            • Then - Actions
              • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
              • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • First_Blood Equal to False
                • Then - Actions
                  • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + making the |c00ff0000First Blood|r)
                  • Sound - Play firstblood <gen>
                  • Set First_Blood = True
                • Else - Actions
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Messages_List[Kill_Points[(Player number of (Owner of (Killing unit)))]] Not equal to <Empty String>
              • Kill_Points[(Player number of (Owner of (Killing unit)))] Less than or equal to Total_Messages
            • Then - Actions
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + ( is + Messages_List[Kill_Points[(Player number of (Owner of (Killing unit)))]]))
              • Sound - Play Sounds_List[Kill_Points[(Player number of (Owner of (Killing unit)))]]
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Kill_Points[(Player number of (Owner of (Killing unit)))] Greater than Total_Messages
            • Then - Actions
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + ( is + Messages_List[Total_Messages]))
              • Sound - Play Sounds_List[Total_Messages]
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 1
            • Then - Actions
              • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 2
            • Then - Actions
              • Sound - Play doublekill <gen>
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c000000ffDoble Kill|r)
              • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 3
            • Then - Actions
              • Sound - Play tripplekill <gen>
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c0000ccccTriple Kill|r)
              • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Killing_Spree[(Player number of (Owner of (Killing unit)))] Greater than or equal to 4
            • Then - Actions
              • Sound - Play multikill <gen>
              • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c00cc6600Multi Kill|r)
              • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
            • Else - Actions
        • Else - Actions
  • Decrease Time
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Kill_Waiting_Time[(Integer A)] Greater than or equal to 0
            • Then - Actions
              • Set Kill_Waiting_Time[(Integer A)] = (Kill_Waiting_Time[(Integer A)] - 1)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Kill_Waiting_Time[(Integer A)] Less than or equal to 0
            • Then - Actions
              • Set Killing_Spree[(Integer A)] = 0
            • Else - Actions
Question :
What is
  • Make_Kill Equal to True
doing in your trigger ?
 
Level 8
Joined
Oct 31, 2010
Messages
238
@king_drift_alex

Are you sure you are not the one that stole it and claim that you did the work?

Look at the pictures below and compare the time frame.

-----------------------------

52656186.png


-----------------------------

91034455.png


-----------------------------

57435198.png


-----------------------------
Note that all screenshots time correspond to the time of edit of this post.

Clearly this proves that you stole the work and wish to take credit. I am going to report to the moderators if you continue doing so.

The time difference is 6 days.
jokerman10000 uploaded it on 8 Jan 2011
While "Your Work" is on 14 Jan 2011!

Is there any evidence to prove that you didn't steal?
 
Level 8
Joined
Oct 31, 2010
Messages
238
Alright, however, my computer shows that resource is not available and the thread there is closed. So there's no way I could get your resource.
This is a simple system, and it takes only a few minutes to make it. However, this does not explain why our two systems are so similar.

NOTE:
jokerman10000 edited my system for which i passed to him. So my system and the current uploaded one is totally different.
 
Level 9
Joined
Nov 3, 2010
Messages
448
so.. first of all
i pmed king_drift
second thing: here are both sound systems in my map:
War of Wrath
i didnt delete it because mabye the other one will fail but whatever
I wrote that here to king_drift too:
I seeked in google for a sound system never find one till i saw that one but i downloaded it not from that side. it was another. So i made that in my map. After few months i wanted to make one for hive
priest helped me make one
in priest ones is no firstblood so i did copy it from the other one.
Because i hadn't much time i forgot to delete make_kill
when you want i delete it
but in my opinion it is simmilar to the other one
 
Grrrrrrr Why not something like this:

  • S Other
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempFirstBlood = True
      • -------- Setup Spree Sounds --------
      • Set Spree_Sounds[1] = No sound
      • Set Spree_Sounds[2] = No sound
      • Set Spree_Sounds[3] = Killing_Spree <gen>
      • Set Spree_Sounds[4] = Dominating <gen>
      • Set Spree_Sounds[5] = MegaKill <gen>
      • Set Spree_Sounds[6] = Unstoppable <gen>
      • Set Spree_Sounds[7] = WhickedSick <gen>
      • Set Spree_Sounds[8] = MonsterKill <gen>
      • Set Spree_Sounds[9] = GodLike <gen>
      • Set Spree_Sounds[10] = HolyShit <gen>
      • -------- Setup Get Spree Text --------
      • Set Spree_Texts[1] = <Empty String>
      • Set Spree_Texts[2] = <Empty String>
      • Set Spree_Texts[3] = |ris on a |cff00FF00killing spree|r!
      • Set Spree_Texts[4] = |ris |cff551A8Bdominating|r!
      • Set Spree_Texts[5] = |rhas a |cffCD1076mega kill|r!
      • Set Spree_Texts[6] = |ris |cffFF8C00unstoppable|r!!
      • Set Spree_Texts[7] = |ris |cff006400wicked sick|r!!
      • Set Spree_Texts[8] = |rhas a |cffFF6EB4monster kill|r!!
      • Set Spree_Texts[9] = |ris |CFFFF0303GODLIKE|r!!!
      • Set Spree_Texts[10] = |ris |c00ff9900beyond GODLIKE|r!!!! Someone KILL HIM!!!
      • -------- Setup End Spree Text --------
      • Set SpreeEnd_Texts[1] = <Empty String>
      • Set SpreeEnd_Texts[2] = <Empty String>
      • Set SpreeEnd_Texts[3] = |cff00FF00killing spree|r
      • Set SpreeEnd_Texts[4] = |cff551A8Bdominating|r
      • Set SpreeEnd_Texts[5] = |cffCD1076mega kill|r
      • Set SpreeEnd_Texts[6] = |cffFF8C00unstoppable|r
      • Set SpreeEnd_Texts[7] = |cff006400wicked sick|r
      • Set SpreeEnd_Texts[8] = |cffFF6EB4monster kill|r
      • Set SpreeEnd_Texts[9] = |CFFFF0303GODLIKE|r
      • Set SpreeEnd_Texts[10] = |c00ff9900beyond GODLIKE|r
      • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
  • GM Killing System
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Killing unit)) Not equal to Neutral Hostile
      • (Owner of (Triggering unit)) Not equal to Neutral Hostile
      • ((Triggering unit) is A Hero) Equal to True
      • ((Triggering unit) is Mechanical) Equal to False
      • ((Triggering unit) is an illusion) Equal to False
    • Actions
      • Custom script: local string Message1
      • Custom script: local string Message2
      • Custom script: local string Message3
      • Custom script: local sound Sound1
      • Custom script: local sound Sound2
      • Custom script: local sound Sound3
      • If (Spree_Count[(Player number of (Owner of (Killing unit)))] Less than 10) then do (Set Spree_Count[(Player number of (Owner of (Killing unit)))] = (Spree_Count[(Player number of (Owner of (Killing unit)))] + 1)) else do (Do nothing)
      • -------- Kill Message --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spree_Count[(Player number of (Owner of (Triggering unit)))] Less than or equal to 2
        • Then - Actions
          • -------- You didn't end a spree. --------
          • Set General_Integer[1] = 200
          • Player - Add General_Integer[1] to (Owner of (Killing unit)) Current gold
          • Game - Display to (All players) the text: (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + ((|r just pwned + TextColor[(Player number of (Owner of (Triggering unit)))]) + ((Name of (Owner of (Dying unit))) + (|r's head for |CFFFFFF01 + ((String(Genera
        • Else - Actions
          • -------- You did end a spree. --------
          • Set General_Integer[1] = (300 + Spree_Count[(Player number of (Owner of (Triggering unit)))])
          • Game - Display to (All players) the text: (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + ((|r has just ended + TextColor[(Player number of (Owner of (Triggering unit)))]) + ((Name of (Owner of (Dying unit))) + ((|r's + SpreeEnd_Texts[Spree_Count[(P
      • Set Spree_Count[(Player number of (Owner of (Triggering unit)))] = 0
      • -------- Power --------
      • Player - Add 1 to (Owner of (Killing unit)) Current lumber
      • -------- First Blood --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FirstBlood Equal to False
        • Then - Actions
          • Set FirstBlood = True
          • Player - Add 200 to (Owner of (Killing unit)) Current gold
          • Set General_String[1] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + just drew |CFFFF0303first blood!|r (+200 gold))))
          • Custom script: set Message1 = udg_General_String[1]
          • Custom script: set Sound1 = gg_snd_firstblood
        • Else - Actions
      • -------- Spree --------
      • Set General_String[2] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + Spree_Texts[Spree_Count[(Player number of (Owner of (Killing unit)))]]))
      • Custom script: set Message2 = udg_General_String[2]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spree_Count[(Player number of (Owner of (Killing unit)))] Less than or equal to 2
        • Then - Actions
          • Custom script: set Message2 = ""
        • Else - Actions
      • Custom script: set Sound2 = udg_Spree_Sounds[udg_Spree_Count[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnit()))]]
      • -------- Double/Triple Kill --------
      • Set General_Point[1] = (Center of (Playable map area))
      • Unit - Create 1 0 Dummy Unit for (Owner of (Killing unit)) at General_Point[1] facing Default building facing degrees
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • -------- Double Kill... --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 2
        • Then - Actions
          • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FFFF00Double Kill|r!)))
          • Custom script: set Message3 = udg_General_String[3]
          • Custom script: set Sound2 = gg_snd_Double_Kill
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 3
            • Then - Actions
              • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FEBA0ETriple Kill|r!!!)))
              • Custom script: set Message3 = udg_General_String[3]
              • Custom script: set Sound3 = gg_snd_triple_kill
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 4
                • Then - Actions
                  • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FF8000Ultra Kill|r!!!)))
                  • Custom script: set Message3 = udg_General_String[3]
                  • Custom script: set Sound3 = gg_snd_UltraKill
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Greater than or equal to 5
                    • Then - Actions
                      • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |ris FU |c00FF0000Rampage|r!!!)))
                      • Custom script: set Message3 = udg_General_String[3]
                      • Custom script: set Sound3 = gg_snd_Rampage
                    • Else - Actions
      • -------- Display Messages & Play Sounds --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempFirstBlood Equal to True
        • Then - Actions
          • Set TempFirstBlood = False
          • Custom script: call PlaySoundBJ( Sound1 )
          • Custom script: if Message1 != "" then
          • Custom script: call DisplayTextToForce( GetPlayersAll(), Message1 )
          • Custom script: endif
        • Else - Actions
      • Custom script: call PlaySoundBJ( Sound2 )
      • Custom script: if Message2 != "" then
      • Custom script: call DisplayTextToForce( GetPlayersAll(), Message2 )
      • Custom script: endif
      • Custom script: call PlaySoundBJ( Sound3 )
      • Custom script: if Message3 != "" then
      • Custom script: call DisplayTextToForce( GetPlayersAll(), Message3 )
      • Custom script: endif
 
What is this I don't even ?!
We already have a approved system which does exactly the same.
Infact, the one we already have, meaning this, is better than this is~

Also, "It isn't mine system but i never find a system like that here in hive" - Never steal others stuff, if you want it to some other website, ask the creator to upload it there. I don't care if you got permission or not.
 
Top