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Triggers
A Gladiator Life.w3x
Variables
Hero Select
Select Skeleton 1
Select Skeleton 2
Select Skeleton 3
Select Archer 1
Select Archer 2
Select Archer 3
Select Thief 1
Select Thief 2
Select Thief 3
Select Druid 1
Select Druid 2
Select Druid 3
Spawn Tauren 1
Spawn Tauren 2
Spawn Tauren 3
Select Mage 1
Select Mage 2
Select Mage 3
Floating text
floating text
Visibility
Visibility hero selector
Visibility town
Delete Hero Selector
Delete 1
Delete 2
Delete 3
Send Slaves
Send Wave 1
Send Wave 1 u 2
Send Wave 2
Send Wave 2 u 2
Send Wave 2 u 3
Send Wave 3
Send Wave 3 u 2
Send Wave 3 u 3
Send Wave 4
Send Wave 4 u 2
Send Wave 4 u 3
Send Wave 5
Send Wave 5 u 2
Send Wave 5 u 3
Send Wave 6
Send Wave 6 u 2
Send Wave 6 u 3
Send Wave 7
Send Wave 7 u 2
Send Wave 7 u 3
Send Wave 8
Send Wave 8 u 2
Send Wave 8 u 3
Send Wave 9
Send Wave 9 u 2
Send Wave 9 u 3
Send Wave 10
Send Wave 10 u 2
Send Wave 10 u 3
Send Wave 10 u 4
Send Wave 11
Send Wave 11 u 2
Send Wave 11 u 3
Send Wave 11 u 4
Send Wave 11 u 5
Send Wave 12
Send Wave 12 u 2
Send Wave 12 u 3
Send Wace 12 u 4
Send Wave 12 u 5
Send Wave 13
Send Wave 13 u 2
Send Wave 13 u 3
Send Wave 14
Send Wave 14 u 2
Send Wave 14 u 3
Send Wave 15
Send Wave 15 u 2
Send Wave 15 u 3
Move all units
Units riposte
Timer
Time before Win
Win
Win
Lose
Lose player 1
Lose player 2
Lose player 3
To Town
Enter in the Town 1
Enter in the Town 2
Enter in the Town 3
Exit the Town 1
Exit the Town 2
Exit the Town 3
Gold
Special money set
Grunt Reward
Trollheadhunter Reward
Shaman Reward
Raider Reward
Troll Doctor Reward
Ogre Reward
Gate
Invulnerable
Open first time
Open
Close
Blocked Units
Block gate
Block gate 2
Block gate 3
Time
Starting time
Time Speed
Spells
Start Bladestorm Effect
War Golem
Statue
Delete War Golem
The Statue is alive
Visibility
Effects
Fog Effects
Cinematic
War Golem
Name
Type
is_array
initial_value
Dialog_box
dialog
No
Dialog_buttons
button
Yes
Time
timer
No
TimeWindow
timerdialog
No
Select Skeleton 1
Events
Unit - A unit enters Skeleton_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Select Skeleton 2
Events
Unit - A unit enters Skeleton_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Select Skeleton 3
Events
Unit - A unit enters Skeleton_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Select Archer 1
Events
Unit - A unit enters Archer_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Select Archer 2
Events
Unit - A unit enters Archer_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Select Archer 3
Events
Unit - A unit enters Archer_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Select Thief 1
Events
Unit - A unit enters Thief_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Select Thief 2
Events
Unit - A unit enters Thief_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Select Thief 3
Events
Unit - A unit enters Thief_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Select Druid 1
Events
Unit - A unit enters Druid_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Select Druid 2
Events
Unit - A unit enters Druid_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Select Druid 3
Events
Unit - A unit enters Druid_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Spawn Tauren 1
Events
Unit - A unit enters Tauren_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Spawn Tauren 2
Events
Unit - A unit enters Tauren_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Spawn Tauren 3
Events
Unit - A unit enters Tauren_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Select Mage 1
Events
Unit - A unit enters Mage_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Create 1 . Gladiator for Player 1 (Red) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 1 (Red) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Select Mage 2
Events
Unit - A unit enters Mage_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Gladiator for Player 2 (Blue) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Select Mage 3
Events
Unit - A unit enters Mage_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Create 1 . Gladiator for Player 3 (Teal) at (Random point in Spawn_Gladiator_R <gen>) facing 180.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Spawn_Gladiator_R <gen>) with height 30.00 above the terrain over 2.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 2.50 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
floating text
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Floating Text - Create floating text that reads DPS & Tank above Gladiator 0007 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads DPS above Gladiator 0008 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads DPS above Gladiator 0009 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Support & Tank above Gladiator 0003 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Tank above Gladiator 0012 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads DPS & Support above Gladiator 0013 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Visibility hero selector
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Hero_Selector <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Hero_Selector <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Hero_Selector <gen>
Visibility town
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Town_Region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Town_Region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Town_Region <gen>
Delete 1
Events
Unit - A unit enters Spawn_Gladiator_R <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill Hero Spirit 0014 <gen>
Delete 2
Events
Unit - A unit enters Spawn_Gladiator_R <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill Hero Spirit 0015 <gen>
Delete 3
Events
Unit - A unit enters Spawn_Gladiator_R <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill Hero Spirit 0016 <gen>
Send Wave 1
Events
Time - Elapsed game time is 90.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 1 u 2
Events
Time - Elapsed game time is 90.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Grunt
Send Wave 2
Events
Time - Elapsed game time is 130.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 2 u 2
Events
Time - Elapsed game time is 130.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Grunt
Send Wave 2 u 3
Events
Time - Elapsed game time is 130.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 3
Events
Time - Elapsed game time is 170.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 3 u 2
Events
Time - Elapsed game time is 170.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Grunt
Send Wave 3 u 3
Events
Time - Elapsed game time is 170.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 4
Events
Time - Elapsed game time is 210.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 4 u 2
Events
Time - Elapsed game time is 210.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Grunt
Send Wave 4 u 3
Events
Time - Elapsed game time is 210.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Witch Doctor
Send Wave 5
Events
Time - Elapsed game time is 250.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 5 u 2
Events
Time - Elapsed game time is 250.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Grunt
Send Wave 5 u 3
Events
Time - Elapsed game time is 250.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Headhunter
Send Wave 6
Events
Time - Elapsed game time is 290.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 6 u 2
Events
Time - Elapsed game time is 290.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 6 u 3
Events
Time - Elapsed game time is 290.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 7
Events
Time - Elapsed game time is 330.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 7 u 2
Events
Time - Elapsed game time is 330.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 7 u 3
Events
Time - Elapsed game time is 330.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 8
Events
Time - Elapsed game time is 370.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 8 u 2
Events
Time - Elapsed game time is 370.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Headhunter
Send Wave 8 u 3
Events
Time - Elapsed game time is 370.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 9
Events
Time - Elapsed game time is 410.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Grunt
Send Wave 9 u 2
Events
Time - Elapsed game time is 410.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Witch Doctor
Send Wave 9 u 3
Events
Time - Elapsed game time is 410.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Witch Doctor
Send Wave 10
Events
Time - Elapsed game time is 450.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 10 u 2
Events
Time - Elapsed game time is 450.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Shaman
Send Wave 10 u 3
Events
Time - Elapsed game time is 450.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Witch Doctor
Send Wave 10 u 4
Events
Time - Elapsed game time is 450.03 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 11
Events
Time - Elapsed game time is 490.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 11 u 2
Events
Time - Elapsed game time is 490.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 11 u 3
Events
Time - Elapsed game time is 490.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 11 u 4
Events
Time - Elapsed game time is 490.03 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Shaman
Send Wave 11 u 5
Events
Time - Elapsed game time is 490.04 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 12
Events
Time - Elapsed game time is 530.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wave 12 u 2
Events
Time - Elapsed game time is 530.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 12 u 3
Events
Time - Elapsed game time is 530.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Raider
Send Wace 12 u 4
Events
Time - Elapsed game time is 530.03 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Witch Doctor
Send Wave 12 u 5
Events
Time - Elapsed game time is 530.04 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 13
Events
Time - Elapsed game time is 570.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Ogre
Send Wave 13 u 2
Events
Time - Elapsed game time is 570.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Headhunter
Send Wave 13 u 3
Events
Time - Elapsed game time is 570.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 14
Events
Time - Elapsed game time is 610.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Ogre
Send Wave 14 u 2
Events
Time - Elapsed game time is 610.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Raider
Send Wave 14 u 3
Events
Time - Elapsed game time is 610.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Send Wave 15
Events
Time - Elapsed game time is 640.00 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Ogre
Send Wave 15 u 2
Events
Time - Elapsed game time is 640.01 seconds
Conditions
Actions
Unit - Order Barracks 0021 <gen> to train/upgrade to a Ogre
Send Wave 15 u 3
Events
Time - Elapsed game time is 640.02 seconds
Conditions
Actions
Unit - Order Barracks 0020 <gen> to train/upgrade to a Shaman
Move all units
Events
Unit - A unit enters Baracks <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Move To . (Random point in visibility_cinematic <gen>)
Units riposte
Events
Unit - A unit owned by Player 4 (Purple) . Is attacked
Conditions
Actions
Unit - Order (Attacked unit) to Attack . (Attacking unit)
Time before Win
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Countdown Timer - Start Time as a One-shot timer that will expire in 900.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Final Boss
Set Variable Set Time = (Last started timer)
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Set Variable Set TimeWindow = (Last created timer window)
Countdown Timer - Show TimeWindow
Win
Events
Unit - War Golem 0027 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Defeat!
Lose player 1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Triggering unit) Not equal to Hero Spirit 0014 <gen>
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator (Bear)
Actions
Game - Defeat Player 1 (Red) with the message: Your Hero has been killed!
Lose player 2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gladiator (Bear)
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Triggering unit) Not equal to Hero Spirit 0015 <gen>
Actions
Game - Defeat Player 2 (Blue) with the message: Your Hero has been killed!
Lose player 3
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gladiator (Bear)
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Unit-type of (Triggering unit)) Equal to Gladiator
(Triggering unit) Not equal to Hero Spirit 0016 <gen>
(Unit-type of (Triggering unit)) Equal to Gladiator
Actions
Game - Defeat Player 3 (Teal) with the message: Your Hero has been killed!
Enter in the Town 1
Events
Unit - A unit enters To_Town <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Unit-type of (Entering unit)) Not equal to Grunt
(Unit-type of (Entering unit)) Not equal to Raider
(Unit-type of (Entering unit)) Not equal to Headhunter
(Unit-type of (Entering unit)) Not equal to Witch Doctor
(Unit-type of (Entering unit)) Not equal to Shaman
Actions
Unit - Move (Entering unit) instantly to (Random point in Town <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of Town <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Center of Town <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Enter in the Town 2
Events
Unit - A unit enters To_Town <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Entering unit) instantly to (Random point in Town <gen>)
Camera - Pan camera for Player 2 (Blue) to (Center of Town <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Town <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Enter in the Town 3
Events
Unit - A unit enters To_Town <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Move (Entering unit) instantly to (Random point in Town <gen>)
Camera - Pan camera for Player 3 (Teal) to (Center of Town <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 3 (Teal) at (Center of Town <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Exit the Town 1
Events
Unit - A unit enters Back_to_Arena <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Entering unit) instantly to (Random point in Arena <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of Arena <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Center of Arena <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 1 (Red) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 1 (Red) .
Trigger - Turn off Enter_in_the_Town_1 <gen>
Quest - Display to Player Group - Player 1 (Red) the Hint message: Time before teleporter works again:10...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 9...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 8...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 7...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 6...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 5...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 4...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 2...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 1...
Wait 1.00 seconds
Quest - Display to Player Group - Player 1 (Red) the Hint message: 0...
Trigger - Turn on Enter_in_the_Town_1 <gen>
Exit the Town 2
Events
Unit - A unit enters Back_to_Arena <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Entering unit) instantly to (Random point in Arena <gen>)
Camera - Pan camera for Player 2 (Blue) to (Center of Arena <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Arena <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Trigger - Turn off Enter_in_the_Town_2 <gen>
Quest - Display to Player Group - Player 2 (Blue) the Hint message: Time before teleporter works again:10...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 9...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 8...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 7...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 6...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 5...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 4...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 2...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 1...
Wait 1.00 seconds
Quest - Display to Player Group - Player 2 (Blue) the Hint message: 0...
Trigger - Turn on Enter_in_the_Town_2 <gen>
Exit the Town 3
Events
Unit - A unit enters Back_to_Arena <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Move (Entering unit) instantly to (Random point in Arena <gen>)
Camera - Pan camera for Player 3 (Teal) to (Center of Arena <gen>) with height 30.00 above the terrain over 1.00 seconds
Cinematic - Ping minimap for Player Group - Player 3 (Teal) at (Center of Arena <gen>) for 1.50 seconds
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Wait 1.00 seconds
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Trigger - Turn off Exit_the_Town_3 <gen>
Quest - Display to Player Group - Player 3 (Teal) the Hint message: Time before teleporter works again:10...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 9...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 8...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 7...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 6...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 5...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 4...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 2...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 1...
Wait 1.00 seconds
Quest - Display to Player Group - Player 3 (Teal) the Hint message: 0...
Trigger - Turn on Enter_in_the_Town_3 <gen>
Special money set
Events
Time - Every 0.01 seconds of game time
Conditions
(Owner of Barracks 0020 <gen>) Equal to Player 1 (Red)
Actions
Player - Set Player 4 (Purple) . Current gold to 0
Grunt Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Grunt
Actions
Game - Display to (All players) for 1.00 seconds the text: +10
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 2 (Blue) . Current gold
Trollheadhunter Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Headhunter
Actions
Game - Display to (All players) for 1.00 seconds the text: +12
Player - Add 12 to Player 1 (Red) . Current gold
Player - Add 12 to Player 2 (Blue) . Current gold
Player - Add 12 to Player 3 (Teal) . Current gold
Shaman Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Shaman
Actions
Game - Display to (All players) for 1.00 seconds the text: +8
Player - Add 8 to Player 1 (Red) . Current gold
Player - Add 8 to Player 3 (Teal) . Current gold
Player - Add 8 to Player 2 (Blue) . Current gold
Raider Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Raider
Actions
Game - Display to (All players) for 1.00 seconds the text: +15
Player - Add 15 to Player 1 (Red) . Current gold
Player - Add 15 to Player 2 (Blue) . Current gold
Player - Add 15 to Player 3 (Teal) . Current gold
Troll Doctor Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Witch Doctor
Actions
Game - Display to (All players) for 1.00 seconds the text: +8
Player - Add 8 to Player 1 (Red) . Current gold
Player - Add 8 to Player 3 (Teal) . Current gold
Player - Add 8 to Player 2 (Blue) . Current gold
Ogre Reward
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre
Actions
Game - Display to (All players) for 1.00 seconds the text: +20
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 20 to Player 3 (Teal) . Current gold
Player - Add 20 to Player 2 (Blue) . Current gold
Invulnerable
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Destructible - Make Arena Entrance 0000 <gen> Invulnerable
Open first time
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Destructible - Open Arena Entrance 0000 <gen>
Open
Events
Player - Player 1 (Red) types a chat message containing open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Arena Entrance 0000 <gen>
Close
Events
Player - Player 1 (Red) types a chat message containing close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Arena Entrance 0000 <gen>
Block gate
Events
Unit - A unit enters Gate_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Entering unit) instantly to (Center of Teleport_Region <gen>) , facing 180.00 degrees
Block gate 2
Events
Unit - A unit enters Gate_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Entering unit) instantly to (Center of Teleport_Region <gen>) , facing 180.00 degrees
Block gate 3
Events
Unit - A unit enters Gate_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Move (Entering unit) instantly to (Center of Teleport_Region <gen>) , facing 180.00 degrees
Starting time
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Set the time of day to 12.00
Time Speed
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Set time of day speed to 130.00 % of the default speed
Start Bladestorm Effect
Events
Unit - A unit owned by Player 1 (Red) . Begins casting an ability
Conditions
(Ability being cast) Equal to Bladestorm
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
Statue
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Make War Golem 0027 <gen> Invulnerable
Delete War Golem
Events
Dialog - A dialog button is clicked for Dialog_box
Conditions
(Clicked dialog button) Equal to Dialog_buttons[1]
Actions
Unit - Remove War Golem 0027 <gen> from the game
The Statue is alive
Events
Time - Elapsed game time is 915.00 seconds
Conditions
Actions
Unit - Make War Golem 0027 <gen> Vulnerable
Unit - Change ownership of War Golem 0027 <gen> to Player 4 (Purple) and Retain color
Visibility
Events
Time - Elapsed game time is 915.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across visibility_cinematic <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across visibility_cinematic <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across visibility_cinematic <gen>
Fog Effects
Events
Time - Elapsed game time is 915.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across visibility_cinematic <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across visibility_cinematic <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across visibility_cinematic <gen>
Special Effect - Create a special effect at (Center of Crater <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Environment - Create a 0.25 second Permanent crater deformation at (Center of Crater <gen>) with radius 300.00 and depth 45.00
Environment - Change terrain type at (Position of War Golem 0027 <gen>) to Dungeon - Lava Cracks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Front <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Left <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Back <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Right <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Wait 0.50 seconds
Special Effect - Create a special effect at (Center of Crater <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Environment - Create a 0.25 second Permanent crater deformation at (Center of Crater <gen>) with radius 300.00 and depth 45.00
Environment - Change terrain type at (Position of War Golem 0027 <gen>) to Dungeon - Lava Cracks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Front <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Left <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Back <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
Environment - Change terrain type at (Random point in Right <gen>) to Dungeon - Dark Rocks using variation -1 in an area of size 1 and shape Circle
War Golem
Events
Time - Elapsed game time is 915.00 seconds
Conditions
Actions
Cinematic - Disable user control for (All players) .
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2.00 seconds
Camera - . Apply . gg_cam_Camera1 for Player 1 (Red) over 2.00 seconds
Camera - . Apply . gg_cam_Camera1 for Player 2 (Blue) over 2.00 seconds
Camera - . Apply . gg_cam_Camera1 for Player 3 (Teal) over 2.00 seconds
Cinematic - Send transmission to (All players) from War Golem 0027 <gen> named War Golem : Play No sound and display System error ... remove all live targets... . Modify duration: Add 0 seconds and Don't wait
Camera - Shake the camera for Player 1 (Red) with magnitude 3
Camera - Shake the camera for Player 2 (Blue) with magnitude 3
Camera - Shake the camera for Player 3 (Teal) with magnitude 3
Wait 4.00 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Unit - Order War Golem 0027 <gen> to Move To . (Center of Move_Golem <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Visibility - Destroy (Last created visibility modifier)
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