Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Assassinate the President! 1.5_edited!.w3x
Variables
Initialization
tele
Initialization
bush time
player att
Untitled Trigger 001
Untitled Trigger 001 Copy
AntiCamporBush
ANTI
bush time limit
bush time limit
Victory
Bush Lives
Bush Lives Copy
Defeat
Bush has died
Revive Assassins
Revive the assassins Green
Revive the assassins Pink
Revive the assassins Gray
Revive the assassins LB
Revive the assassins DG
Revive the assassins Brown
Retry
Retry Copy
Retry Copy 2
Retry Copy 3
Retry Copy 4
Retry Copy 4 Copy
Retry Copy 4 Copy 2
Retry Copy 4 Copy 3
Sickening Start
Sickening Start
Choose your Assassin
Spawn Suicide
Spawn Blade
Spawn Hunter
Spawn Archer
Spawn Korean
Spawn Overlord
Spawn Taliban Assassin
Veteran Spy
Spawn Phantom Assassin
Spawn Green Assassin
Spawn Undead Tree
Spawn Scout
Rechoose1
Choose your SWAT
Rocket Launcher
Executive
SWAT Tank
FlameThower
Cop
Body Guard
Psycho Lumberjack
RoboCop
Amphibias
UFO
Texan Civilian
Gaurd Dog
Rech00se
Open Doors
Door 1
Door 2
Door 3
Door 4
Door 5
Door 6
Door 7
Door 8
Door 9
Door 10
Door 11
Door 12
Door 13
Door 14
Door 16
Door 17
Door 18
Door 19
Door 20
Door 21
Door 22
Door 23
Door 24
Door 25
Door 26
Door 27
Door 28
Door 29
Door 30
Door 31
Door 32
Door 33
Door 34
Door 35
Door 36
Door 37
Door 38
Alarm
Alarm One
Alarm two
Alarm three
Alarm four
Alarm five
Alarm six
Alarm seven
Alarm eight
Alarm nine
Alarm ten
Alarm eleven
Alarm twelve
Alarm thirteen
Lightning
Storm
Disarm Alarms
Disarm Alarm One
Disarm Alarm two
Disarm Alarm three
Secrert Area
Secret Outpost
Secret Outpost Leave
Sniper Wall 1
Sniper Wall 2
Sniper Wall leave 1
Sniper Wall leave 2
Triggers
Galore
Galore 2
Revive SWAT
Revive R
Revive B
Revive T
Revive P
Revive Y
Rechoose2
Leader Board
Make
Add Point G
Add Point P
Add Point GR
Add Point LB
Add Point DG
Add Point B
Victim Count
Add Point R
Add Point BL
Add Point T
Add Point PU
Add Point Y
Add Point NP
Timer
Timer
Observation Towers
Obs
Obs 2
Name
Type
is_array
initial_value
bushtimer
timer
No
group
force
Yes
Force00
Kill
integer
Yes
Level
integer
No
Lives
integer
No
Timer
timer
No
TimerWindow
timerdialog
No
tele
Events
Unit - A unit enters Region_108 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_107 <gen>)
Irunwithknives (Good Side)- Oh dear, I hope Bush is ok...
Irunwithknives (Bad Side)- Keep crying you little angel, there's nothing but alarms that seperate the assassins from Bush!
Initialization
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads To The suck-up money from taxes n oil from iraq from the next 10-20 years room <== at (Center of Secret_Room <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads GunPowderStore For World Domination! at (Center of Region_105 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Today we invade Iraq!,TOMORROW the WORLD! at (Center of Region_106 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Game - Display to (All players) the text: Bush is now at his room at north-west!hurry !this version is edited by RustyBlueMetalz!u can find him on eubnet!:)
Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
Game - Turn the day/night cycle Off
-------- Alliances --------
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
-------- Music --------
Sound - Play DarkAgents <gen>
Floating Text - Create floating text that reads underground tunnel at (Center of Region_108 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Rechoose unit! at (Center of Rechoose <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Rechoose unit! at (Center of Rechoose2 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Go the to pillar to choose a unit! at (Center of Revive_SWAT_Region <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Go the to pillar to choose! at (Center of Assassin_Start <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Countdown Timer - Create a timer window for Timer with title Bush position prevails in...
bush time
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Countdown Timer - Start bushtimer as a One-shot timer that will expire in 900.00 seconds
Countdown Timer - Create a timer window for bushtimer with title Bush position prevails in...
Player Group - Pick every player in (All players) and do (Show (Last created timer window))
Environment - Turn (Last created weather effect) On
Untitled Trigger 001
Events
Unit - The Fucking President 0023 <gen> Is attacked
Conditions
((Attacking unit) belongs to an ally of Player 6 (Orange).) Equal to True
Actions
Game - Display to (All players) the text: Dun kill your own president lah!
Unit - Explode (Attacking unit) .
Untitled Trigger 001 Copy
Events
Unit - The Fucking President 0023 <gen> Is attacked
Conditions
Actions
Game - Display to (All players) the text: The president is attacked!
ANTI
Events
Unit - A unit enters AntiBUSH <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of IM_BACK <gen>)
Game - Display to Player Group - Player 6 (Orange) for 5.00 seconds the text: President Bush is not allowed in the S.W.A.T area!
bush time limit
Events
Time - bushtimer expires
Conditions
Actions
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 7 (Green)
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 8 (Pink)
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 9 (Gray)
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 10 (Light Blue)
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 11 (Dark Green)
Unit - Grant shared vision of The Fucking President 0023 <gen> to Player 12 (Brown)
Irunwithknives (Good Side)- Hoorah! Bush lived!
Irunwithknives (Bad Side)- Pure luck, the guy would have fallen easily if em' S.Q.U.A.T.S weren't aidiing him!
Bush Lives
Events
Time - Timer expires
Conditions
Actions
Wait 5.00 seconds
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 - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
-------- Victory/Defeat --------
Game - Defeat Player 7 (Green) with the message: You have failed to assassinate the president!
Game - Defeat Player 8 (Pink) with the message: You have failed to assassinate the president!
Game - Defeat Player 9 (Gray) with the message: You have failed to assassinate the president!
Game - Defeat Player 10 (Light Blue) with the message: You have failed to assassinate the president!
Game - Defeat Player 11 (Dark Green) with the message: You have failed to assassinate the president!
Game - Defeat Player 12 (Brown) with the message: You have failed to assassinate the president!
Irunwithknives (Good Side)- Hoorah! Bush lived!
Irunwithknives (Bad Side)- Pure luck, the guy would have fallen easily if em' S.Q.U.A.T.S weren't aidiing him!
Bush Lives Copy
Events
Unit - A unit enters Chosen_Assassin <gen>
Conditions
(Triggering unit) Equal to The Fucking President 0023 <gen>
Actions
Wait 5.00 seconds
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 - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
-------- Victory/Defeat --------
Game - Defeat Player 7 (Green) with the message: You have failed to assassinate the president!
Game - Defeat Player 8 (Pink) with the message: You have failed to assassinate the president!
Game - Defeat Player 9 (Gray) with the message: You have failed to assassinate the president!
Game - Defeat Player 10 (Light Blue) with the message: You have failed to assassinate the president!
Game - Defeat Player 11 (Dark Green) with the message: You have failed to assassinate the president!
Game - Defeat Player 12 (Brown) with the message: You have failed to assassinate the president!
Irunwithknives (Good Side)- Oh dear...he didn't deserve to be assassinated!
Irunwithknives (Bad Side)- Quit yer blubberin', LETS CELEBRATE!
Bush has died
Events
Unit - The Fucking President 0023 <gen> Dies
Conditions
Actions
Quest - Display to (All players) the Quest Update message: |c00ff0000 President Bush has died!
Wait 10.00 seconds
Sound - Play Doom <gen>
Game - Defeat Player 1 (Red) with the message: You have failed to save the president!
Game - Defeat Player 2 (Blue) with the message: You have failed to save the president!
Game - Defeat Player 3 (Teal) with the message: You have failed to save the president!
Game - Defeat Player 4 (Purple) with the message: You have failed to save the president!
Game - Defeat Player 5 (Yellow) with the message: You have failed to save the president!
Game - Defeat Player 6 (Orange) with the message: You have died!
-------- Victory/Defeat --------
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins Green
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins Pink
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins Gray
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins LB
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins DG
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Irunwithknives (Good Side)- I guess god has his reasons to revive even the naughtiest of people
Irunwithknives (Bad Side)- You guess?! God has my "bad blood" in his genes!
Revive the assassins Brown
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Unit - Create 1 . Assässiñ Chôó$êr for (Owner of (Triggering unit)) at (Center of Assassin_Start <gen>) facing Default building facing degrees
Retry
Events
Player - Player 1 (Red) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy
Events
Player - Player 2 (Blue) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 2
Events
Player - Player 3 (Teal) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 3
Events
Player - Player 4 (Purple) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 4
Events
Player - Player 5 (Yellow) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 4 Copy
Events
Player - Player 6 (Orange) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 4 Copy 2
Events
Player - Player 7 (Green) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Retry Copy 4 Copy 3
Events
Player - Player 8 (Pink) types a chat message containing Suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill (Triggering unit)
Sickening Start
Events
Player - Player 7 (Green) types a chat message containing Cinema (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All allies of Player 7 (Green).) for 15.00 seconds the text: Assassin #1: Kill everyone in the Court Yard, before our presence is detected.Assassin #2: Yes sir.
Wait 2 seconds
Sound - Play BristleBackMissileHit <gen>
Wait 0.50 seconds
Sound - Play VillagerMaleDeath1 <gen>
Wait 2 seconds
Sound - Play BristleBackMissileLaunch1 <gen>
Wait 0.50 seconds
Sound - Play VillagerMaleDeath1 <gen>
Wait 2 seconds
Sound - Play BristleBackMissileLaunch2 <gen>
Wait 0.10 seconds
Sound - Play VillagerMaleDeath1 <gen>
Wait 2 seconds
Sound - Play BristleBackMissileLaunch3 <gen>
Wait 0.10 seconds
Sound - Play VillagerMaleDeath1 <gen>
Wait 2 seconds
Sound - Play LightningBolt1 <gen>
Spawn Suicide
Events
Unit - A unit enters Assassin_Choice_1 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Suicide Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Blade
Events
Unit - A unit enters Assassin_Choice_2 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Blade Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Hunter
Events
Unit - A unit enters Assassin_Choice_3 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Bounty Hunter for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Archer
Events
Unit - A unit enters Assassin_Choice_4 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Sharp-Shooter for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Korean
Events
Unit - A unit enters Assassin_Choice_5 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . North Korean Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Overlord
Events
Unit - A unit enters Assassin_Choice_6 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Vampiric Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Spawn Taliban Assassin
Events
Unit - A unit enters Assassin_Choice_7 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Taliban Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Veteran Spy
Events
Unit - A unit enters Assassin_Choice_8 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Female Spy for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing 270.00 degrees
Spawn Phantom Assassin
Events
Unit - A unit enters Assassin_Choice_9 <gen>
Conditions
Actions
Unit - Create 1 . Phantom Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Spawn Green Assassin
Events
Unit - A unit enters Assassin_Choice_10 <gen>
Conditions
Actions
Unit - Create 1 . Green-Peace Assassin for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Spawn Undead Tree
Events
Unit - A unit enters Assassin_Choice_11 <gen>
Conditions
Actions
Unit - Create 1 . Undead Tree (REVENGE!!!) for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Spawn Scout
Events
Unit - A unit enters Assassin_Choice_12 <gen>
Conditions
Actions
Unit - Create 1 . Assassin Scout for (Owner of (Triggering unit)) at (Center of Chosen_Assassin <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Rechoose1
Events
Unit - A unit enters Rechoose2 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Rocket Launcher
Events
Unit - A unit enters SWAT_One <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Rocket Launcher for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Executive
Events
Unit - A unit enters Dick_Cheney <gen>
Conditions
Actions
Unit - Create 1 . Executive for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
SWAT Tank
Events
Unit - A unit enters SWAT_Tank <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . S.W.A.T Tank for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
FlameThower
Events
Unit - A unit enters Choose_FLAMETHOWER <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Flame Thrower for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Cop
Events
Unit - A unit enters Veteran_Cop <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Cop for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Body Guard
Events
Unit - A unit enters Choose_bodygaurd <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Body Guard for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Psycho Lumberjack
Events
Unit - A unit enters SWAT_Choice_7 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Psycho Lumber-Jack for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
RoboCop
Events
Unit - A unit enters Choose_RoboCop <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Robo-Cop for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Amphibias
Events
Unit - A unit enters SWAT_Choice_9 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Amphibias VCPD for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
UFO
Events
Unit - A unit enters SWAT_Choice_10 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Goverment UFO for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Texan Civilian
Events
Unit - A unit enters SWAT_Choice_11 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Texas Civilian (The only one who likes Bush!) for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Gaurd Dog
Events
Unit - A unit enters SWAT_Choice_12 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Gaurd Dog for (Owner of (Triggering unit)) at (Center of SWAT_Start <gen>) facing Default building facing degrees
Rech00se
Events
Unit - A unit enters Rechoose <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Door 1
Events
Unit - A unit enters Open_Door_1 <gen>
Conditions
Actions
Destructible - Open Dungeon Gate 0068 <gen>
Wait 5.00 seconds
Destructible - Close Dungeon Gate 0068 <gen>
Door 2
Events
Unit - A unit enters Open_Door_2 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0049 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0049 <gen>
Door 3
Events
Unit - A unit enters Open_Door_3 <gen>
Conditions
Actions
Destructible - Open Gate 0158 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0158 <gen>
Door 4
Events
Unit - A unit enters Open_Door_4 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0071 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0071 <gen>
Door 5
Events
Unit - A unit enters Open_Door_5 <gen>
Conditions
Actions
Destructible - Open Gate 0170 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0170 <gen>
Door 6
Events
Unit - A unit enters Open_Door_6 <gen>
Conditions
Actions
Destructible - Open Iron Gate 0236 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0236 <gen>
Door 7
Events
Unit - A unit enters Open_Door_7 <gen>
Conditions
Actions
Destructible - Open Demonic Gate 0247 <gen>
Wait 5.00 seconds
Destructible - Close Demonic Gate 0247 <gen>
Door 8
Events
Unit - A unit enters Open_Door <gen>
Conditions
Actions
Destructible - Open Gate 0259 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0259 <gen>
Door 9
Events
Unit - A unit enters Open_Door_8 <gen>
Conditions
Actions
Destructible - Open Gate 0253 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0253 <gen>
Door 10
Events
Unit - A unit enters Open_Door_9 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0641 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0641 <gen>
Door 11
Events
Unit - A unit enters Open_Door_10 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0416 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0416 <gen>
Door 12
Events
Unit - A unit enters Open_Door_12 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0720 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0720 <gen>
Door 13
Events
Unit - A unit enters Open_Door_13 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0634 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0634 <gen>
Door 14
Events
Unit - A unit enters Open_Door_14 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0858 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0858 <gen>
Door 16
Events
Unit - A unit enters Open_Door_15 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0859 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0859 <gen>
Door 17
Events
Unit - A unit enters Open_Door_16 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0860 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0860 <gen>
Door 18
Events
Unit - A unit enters Open_Door_17 <gen>
Conditions
Actions
Destructible - Open Gate 0870 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0870 <gen>
Door 19
Events
Unit - A unit enters Open_Door_18 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0861 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0861 <gen>
Door 20
Events
Unit - A unit enters Open_Door_19 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0887 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0887 <gen>
Door 21
Events
Unit - A unit enters Open_Door_20 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0902 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 0902 <gen>
Door 22
Events
Unit - A unit enters Open_Door_21 <gen>
Conditions
Actions
Destructible - Open Gate 0965 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0965 <gen>
Door 23
Events
Unit - A unit enters Open_Door_22 <gen>
Conditions
Actions
Destructible - Open Iron Gate 0187 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0187 <gen>
Door 24
Events
Unit - A unit enters Open_Door_23 <gen>
Conditions
Actions
Destructible - Open Gate 1002 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1002 <gen>
Door 25
Events
Unit - A unit enters Open_Door_24 <gen>
Conditions
Actions
Destructible - Open Gate 0991 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0991 <gen>
Door 26
Events
Unit - A unit enters Open_Door_26 <gen>
Conditions
Actions
Destructible - Open Gate 0992 <gen>
Wait 5.00 seconds
Destructible - Close Gate 0992 <gen>
Door 27
Events
Unit - A unit enters Open_Door_25 <gen>
Conditions
Actions
Destructible - Open Gate 1035 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1035 <gen>
Door 28
Events
Unit - A unit enters Open_Door_27 <gen>
Conditions
Actions
Destructible - Open Gate 1009 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1009 <gen>
Door 29
Events
Unit - A unit enters Open_Door_28 <gen>
Conditions
Actions
Destructible - Open Gate 1064 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1064 <gen>
Door 30
Events
Unit - A unit enters Open_Door_29 <gen>
Conditions
Actions
Destructible - Open Gate 1065 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1065 <gen>
Door 31
Events
Unit - A unit enters Open_Door_31 <gen>
Conditions
Actions
Destructible - Open Gate 1113 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1113 <gen>
Door 32
Events
Unit - A unit enters Open_Door_32 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1125 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1125 <gen>
Door 33
Events
Unit - A unit enters Open_Door_33 <gen>
Conditions
Actions
Destructible - Open Gate 1754 <gen>
Wait 5.00 seconds
Destructible - Close Gate 1754 <gen>
Door 34
Events
Unit - A unit enters Open_Door_34 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1898 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1898 <gen>
Door 35
Events
Unit - A unit enters Open_Door_35 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1910 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1910 <gen>
Door 36
Events
Unit - A unit enters Open_Door_36 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1902 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1902 <gen>
Door 37
Events
Unit - A unit enters Open_Door_37 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1903 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1903 <gen>
Door 38
Events
Unit - A unit enters Open_Door_38 <gen>
Conditions
Actions
Destructible - Open Elven Gate 1911 <gen>
Wait 5.00 seconds
Destructible - Close Elven Gate 1911 <gen>
Alarm One
Events
Unit - A unit enters Alarm_System_1 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Open_Door_2 <gen>) for 10.00 seconds
Alarm two
Events
Unit - A unit enters Alarm_System_2 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_2 <gen>) for 10.00 seconds
Alarm three
Events
Unit - A unit enters Alarm_System_3 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_3 <gen>) for 10.00 seconds
Alarm four
Events
Unit - A unit enters Alarm_System_4 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_4 <gen>) for 10.00 seconds
Alarm five
Events
Unit - A unit enters Alarm_System_5 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_5 <gen>) for 10.00 seconds
Alarm six
Events
Unit - A unit enters Alarm_System_6 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_6 <gen>) for 10.00 seconds
Alarm seven
Events
Unit - A unit enters Alarm_System_7 <gen>
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_7 <gen>) for 10.00 seconds
Alarm eight
Events
Unit - A unit enters Alarm_System_7 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_8 <gen>) for 10.00 seconds
Alarm nine
Events
Unit - A unit enters Alarm_System_9 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_9 <gen>) for 10.00 seconds
Alarm ten
Events
Unit - A unit enters Alarm_System_10 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_10 <gen>) for 10.00 seconds
Alarm eleven
Events
Unit - A unit enters Alarm_System_11 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_11 <gen>) for 10.00 seconds
Alarm twelve
Events
Unit - A unit enters Alarm_System_12 <gen>
Conditions
Actions
-------- Alarm System --------
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_12 <gen>) for 10.00 seconds
Alarm thirteen
Events
Unit - A unit enters Alarm_System_8 <gen>
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has triggered an alarm!)
Cinematic - Ping minimap for (All players) at (Center of Alarm_System_12 <gen>) for 10.00 seconds
Storm
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Sound - Play LightningBolt1 <gen>
Disarm Alarm One
Events
Unit - A unit enters Disarm_Alarm_1 <gen>
Conditions
Actions
Trigger - Turn off Alarm_two <gen>
Trigger - Turn off Alarm_One <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has disabled an alarm system!)
Disarm Alarm two
Events
Unit - A unit enters Disarm_Alarm_2 <gen>
Conditions
Actions
Trigger - Turn off Alarm_three <gen>
Trigger - Turn off Alarm_four <gen>
Trigger - Turn off Alarm_five <gen>
Trigger - Turn off Alarm_six <gen>
Trigger - Turn off Alarm_seven <gen>
Trigger - Turn off Alarm_eleven <gen>
Trigger - Turn off Alarm_twelve <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has disabled an alarm system!)
Disarm Alarm three
Events
Unit - A unit enters Disarm_Alarm_3 <gen>
Conditions
Actions
Trigger - Turn off Alarm_eight <gen>
Trigger - Turn off Alarm_nine <gen>
Trigger - Turn off Alarm_ten <gen>
Trigger - Turn off Alarm_thirteen <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has disabled an alarm system!)
Secret Outpost
Events
Unit - A unit enters Sniper_Entrance <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Sniper_Outpost <gen>)
Secret Outpost Leave
Events
Unit - A unit enters Leave_Outpost <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Left_Outpost <gen>)
Sniper Wall 1
Events
Unit - A unit enters Sniper_Wall_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Sniper_Wall_A1 <gen>)
Sniper Wall 2
Events
Unit - A unit enters Sniper_Wall_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Sniper_Wall_A2 <gen>)
Sniper Wall leave 1
Events
Unit - A unit enters Sniper_wall_leave <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Sniper_Wall_Back <gen>)
Sniper Wall leave 2
Events
Unit - A unit enters Sniper_wall_leave_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Sniper_Wall_Back <gen>)
Galore
Events
Unit - A unit enters Secret_Room <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Welcome_to_the_Treasurey <gen>)
Galore 2
Events
Unit - A unit enters Left_the_Treasurey <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of IM_BACK <gen>)
Revive R
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Actions
Unit - Create 1 . S.W.A.T Chooser for Player 1 (Red) at (Center of Revive_SWAT_Region <gen>) facing Default building facing degrees
Revive B
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
Actions
Unit - Create 1 . S.W.A.T Chooser for Player 2 (Blue) at (Center of Revive_SWAT_Region <gen>) facing Default building facing degrees
Revive T
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
Actions
Unit - Create 1 . S.W.A.T Chooser for Player 3 (Teal) at (Center of Revive_SWAT_Region <gen>) facing Default building facing degrees
Revive P
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
Actions
Unit - Create 1 . S.W.A.T Chooser for Player 4 (Purple) at (Center of Revive_SWAT_Region <gen>) facing Default building facing degrees
Revive Y
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Actions
Unit - Create 1 . S.W.A.T Chooser for Player 5 (Yellow) at (Center of Revive_SWAT_Region <gen>) facing Default building facing degrees
Rechoose2
Events
Unit - A unit enters Rechoose2 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Make
Events
Map initialization
Conditions
Actions
-------- Begin Leaderboard --------
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players controlled by a User player) titled Kills
Player Group - Pick every player in (All players) and do (If (((Picked player) slot status) Equal to Is playing) then do (Add (Picked player) to (Last created leaderboard) with label ((( + ((String((Player number of (Picked player)))) + ))) + (Name of (Picked player))) and value 0) else do (Do nothing))
For each (Integer A) from 1 to 5 , do (Set VariableSet Kill[0] = "0")
Leaderboard - Sort (Last created leaderboard) by Value in Ascending order
Trigger - Run Victim_Count <gen> (ignoring conditions)
Leaderboard - Show (Last created leaderboard)
-------- End Leaderboard --------
Add Point G
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point P
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point GR
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point LB
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point DG
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point B
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Victim Count
Events
Conditions
Actions
Leaderboard - Remove Neutral Passive from (Last created leaderboard) .
Leaderboard - Remove Neutral Victim from (Last created leaderboard) .
Leaderboard - Add Neutral Passive to (Last created leaderboard) with label TRIGSTR_202 and value -1
Leaderboard - Change the color of the label for Neutral Passive in (Last created leaderboard) to ( 40.00 %, 40.00 %, 50.00 %) with 100.00 % transparency
Leaderboard - Change the color of the value for Neutral Passive in (Last created leaderboard) to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Leaderboard - Change the color of the label for Neutral Victim in (Last created leaderboard) to ( 30.00 %, 45.00 %, 70.00 %) with 30.00 % transparency
Leaderboard - Change the color of the value for Neutral Victim in (Last created leaderboard) to ( 30.00 %, 45.00 %, 70.00 %) with 30.00 % transparency
Add Point R
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point BL
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point T
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point PU
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point Y
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Add Point NP
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
Actions
Set Variable Set Kill[(Player number of (Owner of (Killing unit)))] = (Kill[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kill[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Trigger - Run Victim_Count <gen> (checking conditions)
Timer
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Countdown Timer - Start Timer as a One-shot timer that will expire in 1200.00 seconds
Countdown Timer - Create a timer window for Timer with title Time Remaining...
Player Group - Pick every player in (All players) and do (Show (Last created timer window))
Environment - Turn (Last created weather effect) On
Obs
Events
Unit - A unit enters Observation_Tower <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Change ownership of Observation Tower 0062 <gen> to Player 6 (Orange) and Retain color
Obs 2
Events
Unit - A unit enters Obs_Tower_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Change ownership of Observation Tower 0063 <gen> to Player 6 (Orange) and Retain color
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.