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Triggers
SW2 Battle of Nagashino.w3x
Variables
Initialization
Melee Initialization
Stuff
Quests
Gate brown
Gate brown Copy
Gate DG
Gate DG Copy
Gate green
Gate green Copy
Gate red
Gate red Copy
Gate teal
Gate teal Copy
Color code
Captions
Caption takeda
Gate Capt. Movement
Red1
Red2
Blue1
Blue2
Teal1
Teal2
Purple1
Purple2
Yellow1
Yellow2
Orange1
Orange2
Green1
Green2
Pink1
Pink2
Gray1
Gray2
LB1
LB2
DarkGreen1
Darkgreen2
Brown1
Brown2
Spawns
RedS1
RedS2
BlueS1
BlueS2
TealS1
TealS2
PurpleS1
PurpleS2
YellowS1
YellowS2
OrangeS1
OrangeS2
GreenS1
GreenS2
PinkS1
PinkS2
GrayS1
GrayS2
LBS1
LBS2
DarkGreenS1
DarkGreenS2
BrownS1
BrownS2
Player Absense
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
Player Leaver
PL1
PL2
PL3
PL4
PL5
PL6
PL7
PL8
PL9
PL10
PL11
PL12
win/lose
Takeda win
Takeda lose
Oda win
Oda lose
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Thanks with the description Special thanks for models goes out to: Black_Stan, Cavman, BooK2, and Nightmare17. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled More to come with the description I am planning on starting a few battles along Hideyoshi Hashiba's story and they will come out soon, but not with as many models because the download on the map takes too long. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Game with the description This battle was historically the introduction of the rifle to Japanese warfare. Nobunaga Oda, who was a nobody gathered rifles together in order to fight the strongest cavalry armed with honor and glory. The Takeda sent their cavalry in unknowingly and they were decimated by the Japenese rifles, thus ending the role of the samurai in Japan. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Win/Lose with the description Basically it's like every other game. In order for the Oda-Tokugawa forces to win, Katsuyori Takeda must be slain, and in order for the Takeda to win Nobunaga oda must be slain. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Gates with the description To those who have gates (brown, teal, dark green, red, green) all you have to do is type -open or -close to open all of the gates, in later versions you will be able to open each gate individualy. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Gate brown
Events
Player - Player 12 (Brown) types a chat message containing -open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0228 <gen>
Destructible - Open Iron Gate 0227 <gen>
Gate brown Copy
Events
Player - Player 12 (Brown) types a chat message containing -close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0228 <gen>
Destructible - Close Iron Gate 0227 <gen>
Gate DG
Events
Player - Player 11 (Dark Green) types a chat message containing -open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0161 <gen>
Destructible - Open Iron Gate 0007 <gen>
Destructible - Open Iron Gate 0006 <gen>
Gate DG Copy
Events
Player - Player 11 (Dark Green) types a chat message containing -close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0161 <gen>
Destructible - Close Iron Gate 0007 <gen>
Destructible - Close Iron Gate 0006 <gen>
Gate green
Events
Player - Player 7 (Green) types a chat message containing -open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0001 <gen>
Destructible - Open Iron Gate 0000 <gen>
Gate green Copy
Events
Player - Player 7 (Green) types a chat message containing -close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0001 <gen>
Destructible - Close Iron Gate 0000 <gen>
Gate red
Events
Player - Player 1 (Red) types a chat message containing -open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0003 <gen>
Destructible - Open Iron Gate 0002 <gen>
Destructible - Open Iron Gate 0004 <gen>
Gate red Copy
Events
Player - Player 1 (Red) types a chat message containing -close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0003 <gen>
Destructible - Close Iron Gate 0002 <gen>
Destructible - Close Iron Gate 0004 <gen>
Gate teal
Events
Player - Player 3 (Teal) types a chat message containing -open (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0010 <gen>
Destructible - Open Iron Gate 0009 <gen>
Destructible - Open Iron Gate 0008 <gen>
Gate teal Copy
Events
Player - Player 3 (Teal) types a chat message containing -close (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0010 <gen>
Destructible - Close Iron Gate 0009 <gen>
Destructible - Close Iron Gate 0008 <gen>
Color code
Events
Map initialization
Conditions
Actions
Player - Change color of Player 7 (Green) to Purple , Changing color of existing units
Player - Change color of Player 8 (Pink) to Blue , Changing color of existing units
Player - Change color of Player 9 (Gray) to Purple , Changing color of existing units
Player - Change color of Player 10 (Light Blue) to Purple , Changing color of existing units
Player - Change color of Player 11 (Dark Green) to Purple , Changing color of existing units
Player - Change color of Player 12 (Brown) to Purple , Changing color of existing units
Player - Change color of Player 1 (Red) to Red , Changing color of existing units
Player - Change color of Player 2 (Blue) to Red , Changing color of existing units
Player - Change color of Player 3 (Teal) to Red , Changing color of existing units
Player - Change color of Player 4 (Purple) to Red , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Red , Changing color of existing units
Player - Change color of Player 6 (Orange) to Red , Changing color of existing units
Captions
Events
Map initialization
Conditions
Actions
Game - Display to (All allies of Player 7 (Green).) the text: |cff32cd32Nobunaga Oda|r : |cff995500Here at Nagashino, I predict the end of the old world, watch and I shall prove it to all of you!|r
Wait 5.00 seconds
Game - Display to (All allies of Player 7 (Green).) the text: |cff32cd32Nobunaga Oda|r : |cff995500Feel the demon king's embrace...|r
Caption takeda
Events
Map initialization
Conditions
Actions
Game - Display to (All allies of Player 1 (Red).) the text: |cff32cd32Nobunaga Oda|r : |cff995500I shall lay waste to the Takeda and keep Shingen's corpse for myself.|r
Wait 5.00 seconds
Game - Display to (All allies of Player 1 (Red).) the text: |cff32cd32Katsuyori Takeda|r : |cff995500The Oda are a formidable force... We'll wait for the reserves to show, then attack them all at once!|r
Red1
Events
Unit - A unit leaves Red_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0691 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Red_Gate_Captain2 <gen>)
Red2
Events
Unit - A unit leaves Red_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0690 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Red_Gate_Captain1 <gen>)
Blue1
Events
Unit - A unit leaves Blue_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0692 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Blue_Gate_Captain1 <gen>)
Blue2
Events
Unit - A unit leaves Blue_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0693 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Blue_Gate_Captain2 <gen>)
Teal1
Events
Unit - A unit leaves Teal_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0694 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Teal_Gate_Captain1 <gen>)
Teal2
Events
Unit - A unit leaves Teal_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0695 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Teal_Gate_Captain2 <gen>)
Purple1
Events
Unit - A unit leaves Purple_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0696 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Purple_Gate_Captain1 <gen>)
Purple2
Events
Unit - A unit leaves Purple_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0697 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Purple_Gate_Captain2 <gen>)
Yellow1
Events
Unit - A unit leaves Yellow_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0698 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Yellow_Gate_Captain1 <gen>)
Yellow2
Events
Unit - A unit leaves Yellow_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0699 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Yellow_Gate_Captain2 <gen>)
Orange1
Events
Unit - A unit leaves Orange_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0730 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Orange_Gate_Captain1 <gen>)
Orange2
Events
Unit - A unit leaves Orange_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0731 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Orange_Gate_Captain2 <gen>)
Green1
Events
Unit - A unit leaves Green_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0732 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Green_Gate_Captain1 <gen>)
Green2
Events
Unit - A unit leaves Green_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0733 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Green_Gate_Captain2 <gen>)
Pink1
Events
Unit - A unit leaves Pink_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0734 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Pink_Gate_Captain2 <gen>)
Pink2
Events
Unit - A unit leaves Pink_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0735 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Pink_Gate_Captain1 <gen>)
Gray1
Events
Unit - A unit leaves Grey_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0736 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Grey_Gate_Captain1 <gen>)
Gray2
Events
Unit - A unit leaves Gray_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0737 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Gray_Gate_Captain2 <gen>)
LB1
Events
Unit - A unit leaves LB_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0738 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of LB_Gate_Captain1 <gen>)
LB2
Events
Unit - A unit leaves LB_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0739 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of LB_Gate_Captain2 <gen>)
DarkGreen1
Events
Unit - A unit leaves Dg_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0830 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Dg_Gate_Captain1 <gen>)
Darkgreen2
Events
Unit - A unit leaves DG_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0831 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of DG_Gate_Captain2 <gen>)
Brown1
Events
Unit - A unit leaves Brown_Gate_Captain1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0833 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Brown_Gate_Captain1 <gen>)
Brown2
Events
Unit - A unit leaves Brown_Gate_Captain2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Gate Captain 0832 <gen>)
Actions
Unit - Move (Triggering unit) instantly to (Center of Brown_Gate_Captain2 <gen>)
RedS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0691 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Takeda Cavalry for Player 1 (Red) at (Center of Red_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 1 (Red) at (Center of Red_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 1 (Red) at (Center of Red_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 1 (Red) at (Center of Red_SPawn2 <gen>) facing Default building facing degrees
RedS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0690 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Takeda Cavalry for Player 1 (Red) at (Center of Red_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 1 (Red) at (Center of Red_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 1 (Red) at (Center of Red_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 1 (Red) at (Center of Red_Spawn1 <gen>) facing Default building facing degrees
BlueS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0692 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 2 (Blue) at (Center of Blue_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 2 (Blue) at (Center of Blue_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 2 (Blue) at (Center of Blue_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 2 (Blue) at (Center of Blue_Spawn1 <gen>) facing Default building facing degrees
BlueS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0693 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 2 (Blue) at (Center of Blue_Spawn_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 2 (Blue) at (Center of Blue_Spawn_2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 2 (Blue) at (Center of Blue_Spawn_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 2 (Blue) at (Center of Blue_Spawn_2 <gen>) facing Default building facing degrees
TealS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0694 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 3 (Teal) at (Center of Teal_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 3 (Teal) at (Center of Teal_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 3 (Teal) at (Center of Teal_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 3 (Teal) at (Center of Teal_Spawn1 <gen>) facing Default building facing degrees
TealS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0695 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 3 (Teal) at (Center of Teal_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 3 (Teal) at (Center of Teal_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 3 (Teal) at (Center of Teal_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 3 (Teal) at (Center of Teal_Spawn2 <gen>) facing Default building facing degrees
PurpleS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0696 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 4 (Purple) at (Center of Purple_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 4 (Purple) at (Center of Purple_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 4 (Purple) at (Center of Purple_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 4 (Purple) at (Center of Purple_Spawn1 <gen>) facing Default building facing degrees
PurpleS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0697 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 4 (Purple) at (Center of Purple_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 4 (Purple) at (Center of Purple_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 4 (Purple) at (Center of Purple_SPawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 4 (Purple) at (Center of Purple_SPawn2 <gen>) facing Default building facing degrees
YellowS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0698 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 5 (Yellow) at (Center of Yellow_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 5 (Yellow) at (Center of Yellow_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 5 (Yellow) at (Center of Yellow_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 5 (Yellow) at (Center of Yellow_Spawn1 <gen>) facing Default building facing degrees
YellowS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0699 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 5 (Yellow) at (Center of Yellow_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 5 (Yellow) at (Center of Yellow_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 5 (Yellow) at (Center of Yellow_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 5 (Yellow) at (Center of Yellow_Spawn2 <gen>) facing Default building facing degrees
OrangeS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0730 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 6 (Orange) at (Center of Orange_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 6 (Orange) at (Center of Orange_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 6 (Orange) at (Center of Orange_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 6 (Orange) at (Center of Orange_Spawn1 <gen>) facing Default building facing degrees
OrangeS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0731 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Takeda Cavalry for Player 6 (Orange) at (Center of Orange_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Takeda Captain for Player 6 (Orange) at (Center of Orange_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Takeda Searman for Player 6 (Orange) at (Center of Orange_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 6 (Orange) at (Center of Orange_Spawn2 <gen>) facing Default building facing degrees
GreenS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0732 <gen> is alive) Equal to True
Actions
Unit - Create 4 . Oda Rifleman for Player 7 (Green) at (Center of Green_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 7 (Green) at (Center of Green_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 7 (Green) at (Center of Green_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 7 (Green) at (Center of Green_Spawn1 <gen>) facing Default building facing degrees
GreenS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0733 <gen> is alive) Equal to True
Actions
Unit - Create 4 . Oda Rifleman for Player 7 (Green) at (Center of Green_spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 7 (Green) at (Center of Green_spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 7 (Green) at (Center of Green_spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 7 (Green) at (Center of Green_spawn2 <gen>) facing Default building facing degrees
PinkS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0734 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 8 (Pink) at (Center of Pink_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Tokugawa Captain for Player 8 (Pink) at (Center of Pink_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Tokugawa Searman for Player 8 (Pink) at (Center of Pink_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 8 (Pink) at (Center of Pink_Spawn2 <gen>) facing Default building facing degrees
PinkS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0735 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 8 (Pink) at (Center of Pink_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Tokugawa Captain for Player 8 (Pink) at (Center of Pink_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Tokugawa Searman for Player 8 (Pink) at (Center of Pink_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 8 (Pink) at (Center of Pink_Spawn1 <gen>) facing Default building facing degrees
GrayS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0736 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 9 (Gray) at (Center of Gray_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 9 (Gray) at (Center of Gray_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 9 (Gray) at (Center of Gray_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 9 (Gray) at (Center of Gray_SPawn1 <gen>) facing Default building facing degrees
GrayS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0737 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 9 (Gray) at (Center of Gray_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 9 (Gray) at (Center of Gray_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 9 (Gray) at (Center of Gray_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 9 (Gray) at (Center of Gray_Spawn2 <gen>) facing Default building facing degrees
LBS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0738 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 10 (Light Blue) at (Center of LB_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 10 (Light Blue) at (Center of LB_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 10 (Light Blue) at (Center of LB_SPawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 10 (Light Blue) at (Center of LB_SPawn1 <gen>) facing Default building facing degrees
LBS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0739 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 10 (Light Blue) at (Center of LB_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 10 (Light Blue) at (Center of LB_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 10 (Light Blue) at (Center of LB_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 10 (Light Blue) at (Center of LB_Spawn2 <gen>) facing Default building facing degrees
DarkGreenS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0830 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 11 (Dark Green) at (Center of Dg_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 11 (Dark Green) at (Center of Dg_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 11 (Dark Green) at (Center of Dg_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 11 (Dark Green) at (Center of Dg_Spawn1 <gen>) facing Default building facing degrees
DarkGreenS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0831 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 11 (Dark Green) at (Center of Dg_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 11 (Dark Green) at (Center of Dg_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 11 (Dark Green) at (Center of Dg_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 11 (Dark Green) at (Center of Dg_Spawn2 <gen>) facing Default building facing degrees
BrownS1
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0833 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 12 (Brown) at (Center of Brown_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 12 (Brown) at (Center of Brown_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 12 (Brown) at (Center of Brown_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 12 (Brown) at (Center of Brown_Spawn1 <gen>) facing Default building facing degrees
BrownS2
Events
Time - Every 100.00 seconds of game time
Conditions
(Gate Captain 0832 <gen> is alive) Equal to True
Actions
Unit - Create 2 . Oda Rifleman for Player 12 (Brown) at (Center of Brown_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 4 . Oda Searman for Player 12 (Brown) at (Center of Brown_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Oda Captain for Player 12 (Brown) at (Center of Brown_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 2 . Archer for Player 12 (Brown) at (Center of Brown_Spawn2 <gen>) facing Default building facing degrees
P1
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
P2
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
P3
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
P4
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
P5
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
P6
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
P7
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
P8
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
P9
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 9 (Gray) units with his/her allies
P10
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
P11
Events
Map initialization
Conditions
(Player 11 (Dark Green) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 11 (Dark Green) units with his/her allies
P12
Events
Map initialization
Conditions
(Player 12 (Brown) slot status) Equal to Is unused
Actions
Wait 12.00 seconds
Game - Grant shared vision and full shared unit control of Player 12 (Brown) units with his/her allies
PL1
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
PL2
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
PL3
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
PL4
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
PL5
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
PL6
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
PL7
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
PL8
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
PL9
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 9 (Gray) units with his/her allies
PL10
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
PL11
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 11 (Dark Green) units with his/her allies
PL12
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Wait 5.00 seconds
Game - Grant shared vision and full shared unit control of Player 12 (Brown) units with his/her allies
Takeda win
Events
Unit - Leader of the Oda Clan 0677 <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 - 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)
Takeda lose
Events
Unit - Leader of the Takeda 0725 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Takeda Ruined!
Game - Defeat Player 2 (Blue) with the message: Takeda Ruined!
Game - Defeat Player 3 (Teal) with the message: Takeda Ruined!
Game - Defeat Player 4 (Purple) with the message: Takeda Ruined!
Game - Defeat Player 5 (Yellow) with the message: Takeda Ruined!
Game - Defeat Player 6 (Orange) with the message: Takeda Ruined!
Oda win
Events
Unit - Leader of the Takeda 0725 <gen> Dies
Conditions
Actions
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)
Oda lose
Events
Unit - Leader of the Oda Clan 0677 <gen> Dies
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: The Oda lost?
Game - Defeat Player 8 (Pink) with the message: The Oda lost?
Game - Defeat Player 10 (Light Blue) with the message: The Oda lost?
Game - Defeat Player 11 (Dark Green) with the message: The Oda lost?
Game - Defeat Player 12 (Brown) with the message: The Oda lost?
Game - Defeat Player 9 (Gray) with the message: The Oda lost?
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