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Triggers
(11)BattleRoyale.w3x
Variables
Initialization
Map Initialization
Death Announcement
Round Setup
Setup
Match End
End Game
End Game 2
Brown Patrol
Region
Danger Zones
Meat
Clock
Unit Dies
Win
Window
Player Exit
Cars
Car Enter1
Car Enter2
Car Enter3
Car Enter4
Car Enter5
Car Enter6
Car Enter7
Car Enter8
Car Enter9
Car Enter10
Car Enter11
Car Exit
Car Dies
Doors
Barn Ext
Barn Int
Cave3 Ext
Cave3 Int
Cave 2 Ext
Cave 2 Int
Cave 1 Ext
Cave 1 Int
Cave 4 Ext
Cave 4 Int
Church Ext
Church Int
House1 Ext
House1 Int
House2 Ext
House2 Int
House3 Ext
House3 Int
Lighthouse Ext
Lighthouse Int
DangerZoneDeaths
A1
A2
A3
A4
B1
B2
B3
B4
B5
C1
C2
C3
C4
C5
D1
D2
D3
D4
D5
E1
E2
E3
E4
Name
Type
is_array
initial_value
Clock
timer
No
Random
integer
No
Region
rect
No
TheLeaderBoard
leaderboard
No
window
timerdialog
No
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Player - Change color of Player 1 (Red) to Brown , Changing color of existing units
Player - Change color of Player 2 (Blue) to Brown , Changing color of existing units
Player - Change color of Player 3 (Teal) to Brown , Changing color of existing units
Player - Change color of Player 4 (Purple) to Brown , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Brown , Changing color of existing units
Player - Change color of Player 6 (Orange) to Brown , Changing color of existing units
Player - Change color of Player 7 (Green) to Brown , Changing color of existing units
Player - Change color of Player 8 (Pink) to Brown , Changing color of existing units
Player - Change color of Player 9 (Gray) to Brown , Changing color of existing units
Player - Change color of Player 10 (Light Blue) to Brown , Changing color of existing units
Player - Change color of Player 11 (Dark Green) to Brown , Changing color of existing units
Player Group - Pick every player in (All players) and do (Make (Picked player) Heroes gain 0.00% experience from future kills)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 42)
Melee Game - Use melee time of day (for all players)
Unit - Change color of Automobile 0002 <gen> to Orange
Unit - Change color of Automobile 0085 <gen> to Teal
Unit - Change color of Automobile 0090 <gen> to Red
Unit - Change color of Automobile 0080 <gen> to Blue
Sound - Play Elemental_Gearbolt___Syuu <gen>
Player - Turn Gives bounty Off for Neutral Hostile
Quest - Create a Optional quest titled Story with the description At the dawn of the Millenium, the nation of Japan collapsed. At 15% unemployment, 10 million people were out of work. 800,00 students boycotted school. The adults lost confidence, and fearing the youth, eventually passed the "Millenium Education Reform Act"....AKA: THE BR Act.Under the act, every season a randomly selected class is to be taken to a remove location, where they then must fight to the death. Each students is given 1 bag, containing 3 days of food, water, map, compass, flashlight and 1 randomly selected weapon. Weapons can range from forks to sub machine guns. Exposive collars are attached to the necks of each student, to ensure the play by the rules. Specified danger zones occure to help "herd" students closer together as their numbers begin to dwindle. Entering or remaining in a danger zone, or otherwise breaking any rule will cause the collar to explode. The army keeps close watch over the game from the confinds of the school, where the starting point is.This season, the unluckly class is Shiroiwa Junion High School class B, led by Mr. Kitano. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeMaster.blp
Quest - Create a Optional quest titled Credits with the description Map by VGsatomiBased on the movie by Kinji FukasakuPlayer icons by VGsatomiItems and item icons by xtacb/MaestroDelphineSchoolboy model by ShivSchoolgirl model by RazorClawXSoldier Skin by Lord_SauronBridge, house, church model by TrollschnitzelJeep (Hummer2), door models by goth54325_3Corvette model by RyokoVarious item models by !GORO! and SansuiVarious doodad models by Afronight_76Music from Elemental Gearbolt , using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
Quest - Create a Required quest titled How to Play with the description -Each player starts with food, water and a completely random weapon. -There is a 2 1/2 minute head start time for players with lousy weapons to find better ones, and those with good weapons to further increase their lead. -Every five minutes a danger zone will be announced. Exit the danger zone immediatly or your collar will explode. -Step on the enterance and exit circles to go in and out of buildings.-You can aquire any of the vehicles spread out on the map by using the Enter Vehicle skill. Keep in mind that if the vehicle dies with you inside of it, its is the same as getting killed normally. Vehicles cannot enter buildings.-Caves link to opposite corners of the map. Use them to get to the other side while avoiding danger zones.-Being inside of a building that is inside a danger zone will kill you. If you are in a cave that has both enterances in a danger zone, you will die.-You can aquire additional items off dead bodies, barrels, animals and sometimes just off the ground.-Stay away from the soldiers. They will attack you once the head start time is up.-Adding AI to all the slots will allow the AI to control unnused players. AI players will stop at danger zones.-If only one player is present, then it will activate single player mode, where you must eliminate all other students to win. -If more the one player is present, then it will activate multiplayer mode, where just the other player-controlled students must be eliminated.-Fight to the last, and good luck! , using icon path ReplaceableTextures\WorldEditUI\Doodad-Cinematic.blp
Quest - Create a Required quest titled Danger Zones with the description The island is split into 23 areas (A1-4, B1-5, C1-5, D1-5 and E1-4)Every so often a new danger zone will arise. Here is the order that they occur. so you can plan your ambushes and escapes:B-3, D-1, D-5, C-5, A-1, B-5, B-1, E-4, E-3, C-3.Danger zones are indicated with both map pings and sparkles on the ground. If you appreach an area with sparkles rising from the ground- that is a danger zone! , using icon path ReplaceableTextures\CommandButtons\BTNCryptFiendBurrow.blp
Unit - Order Soldier 0081 <gen> to Hold Position .
Unit - Order Soldier 0082 <gen> to Hold Position .
Unit - Order Soldier 0076 <gen> to Hold Position .
Unit - Order Soldier 0077 <gen> to Hold Position .
Unit - Order Soldier 0083 <gen> to Hold Position .
Unit - Order Soldier 0084 <gen> to Hold Position .
Unit - Order Soldier 0078 <gen> to Hold Position .
Unit - Order Soldier 0079 <gen> to Hold Position .
Unit - Order Soldier 0093 <gen> to Hold Position .
Unit - Order Soldier 0094 <gen> to Hold Position .
Unit - Order Soldier 0095 <gen> to Hold Position .
Unit - Order Soldier 0096 <gen> to Hold Position .
Unit - Add classification of A Hero to Automobile 0002 <gen>
Unit - Add classification of A Hero to Automobile 0080 <gen>
Unit - Add classification of A Hero to Automobile 0085 <gen>
Unit - Add classification of A Hero to Automobile 0090 <gen>
Wait 1.00 seconds
Trigger - Run Window <gen> (ignoring conditions)
Death Announcement
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Proper name of (Dying unit)) + - |Cffff0000DEAD|R)
Round Setup
Events
Map initialization
Conditions
Actions
Camera - . Apply . gg_cam_School_Cam for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 10 (Light Blue) over 0 seconds
Camera - . Apply . gg_cam_School_Cam for Player 11 (Dark Green) over 0 seconds
Unit Group - Pick every unit in (Units in Start_Region <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Hero - Drop the item from slot 1 of (Picked unit) .
Hero - Drop the item from slot 2 of (Picked unit) .
Hero - Drop the item from slot 3 of (Picked unit) .
Hero - Drop the item from slot 4 of (Picked unit) .
Hero - Drop the item from slot 5 of (Picked unit) .
Hero - Drop the item from slot 6 of (Picked unit) .
Hero - Create Food and give it to (Picked unit)
Hero - Create Waterbottle and give it to (Picked unit)
Item - Pick every item in Start_Region <gen> and do (Remove (Picked item))
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0000 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0005 <gen>
Hero - Create (Random level 9 item-type) and give it to Transfer Student 0006 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0007 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0008 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0014 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0009 <gen>
Hero - Create (Random level 9 item-type) and give it to Transfer Student 0010 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0011 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0012 <gen>
Hero - Create (Random level 9 item-type) and give it to Junior High Student 0013 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Create (Random level 9 item-type) and give it to (Picked unit))
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Order (Picked unit) to Patrol To.(Random point in (Playable map area)))
If ((Player 1 (Red) controller) Not equal to User) then do (Order Junior High Student 0000 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 2 (Blue) controller) Not equal to User) then do (Order Junior High Student 0005 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 3 (Teal) controller) Not equal to User) then do (Order Transfer Student 0006 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 4 (Purple) controller) Not equal to User) then do (Order Junior High Student 0007 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 5 (Yellow) controller) Not equal to User) then do (Order Junior High Student 0008 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 6 (Orange) controller) Not equal to User) then do (Order Junior High Student 0009 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 7 (Green) controller) Not equal to User) then do (Order Transfer Student 0010 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 8 (Pink) controller) Not equal to User) then do (Order Junior High Student 0011 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 9 (Gray) controller) Not equal to User) then do (Order Junior High Student 0012 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 10 (Light Blue) controller) Not equal to User) then do (Order Junior High Student 0013 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 11 (Dark Green) controller) Not equal to User) then do (Order Junior High Student 0014 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
Trigger - Turn on Brown_Patrol <gen>
Cinematic - Turn subtitle display override On
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Villager (Male 2) named Mr. Kitano at (Center of B3 <gen>) : Play No sound and display Fight to the last, my little warriors! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Villager (Male 2) named Mr. Kitano at (Center of B3 <gen>) : Play No sound and display Do try to stay out of the danger zones. The soldiers have to clean up after after the game and don't like large messes. . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Hostile . Villager (Male 2) named Mr. Kitano at (Center of B3 <gen>) : Play No sound and display All your parents have been notified and are "very supportive" of your individual efforts to stay alive. . Modify duration: Add 0 seconds and Wait
Wait 40.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of players in (All players matching (((Matching player) controller) Equal to User).)) Equal to 1
Then - Actions
Trigger - Turn on End_Game_2 <gen>
Game - Display to (All players) the text: Singleplayer mode. You must defeat all the other students to win.
Else - Actions
Trigger - Turn on End_Game <gen>
Game - Display to (All players) the text: Multiplayer mode. You must simply defeat all the other player-controlled students to win. Computer controlled students are mainly for opportunities to gain better weapons.
Setup
Events
Conditions
Actions
Hero - Instantly revive Junior High Student 0000 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0005 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Transfer Student 0006 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0007 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0008 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0014 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0009 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Transfer Student 0010 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0011 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0012 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0013 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0023 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0047 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0024 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0046 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0025 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0045 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0026 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0039 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0027 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0028 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0041 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0029 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0040 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0030 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0044 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0031 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0043 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0032 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0042 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0033 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0034 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0050 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0049 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0035 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0048 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0036 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0053 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0037 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0052 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0038 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Hero - Instantly revive Junior High Student 0051 <gen> at (Center of Start_Region <gen>) , Hide revival graphics
Match End
Events
Unit - A unit Dies
Conditions
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Wait 6.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))) Equal to 1
Then - Actions
Player - Add 1 to (Owner of (Matching unit)) . Current gold
Trigger - Turn off Brown_Patrol <gen>
Game - Display to (All players) the text: ((Name of (Owner of (Matching unit))) + has won the match! Get ready for the next!)
Wait 5.00 seconds
Unit - Move (Matching unit) instantly to (Center of Start_Region <gen>) , facing 270.00 degrees
Wait 0.10 seconds
Trigger - Run Round_Setup <gen> (ignoring conditions)
Else - Actions
Do nothing
End Game
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) controller) Equal to User))) Equal to 1
Then - Actions
Trigger - Run Win <gen> (ignoring conditions)
Else - Actions
Do nothing
End Game 2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) Not equal to Neutral Hostile) and ((Owner of (Matching unit)) Not equal to Neutral Passive)))) Equal to 1
Then - Actions
Trigger - Run Win <gen> (ignoring conditions)
Else - Actions
Do nothing
Brown Patrol
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Order (Picked unit) to Patrol To.(Random point in (Playable map area)))
If ((Player 1 (Red) controller) Not equal to User) then do (Order Junior High Student 0000 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 2 (Blue) controller) Not equal to User) then do (Order Junior High Student 0005 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 3 (Teal) controller) Not equal to User) then do (Order Transfer Student 0006 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 4 (Purple) controller) Not equal to User) then do (Order Junior High Student 0007 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 5 (Yellow) controller) Not equal to User) then do (Order Junior High Student 0008 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 6 (Orange) controller) Not equal to User) then do (Order Junior High Student 0009 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 7 (Green) controller) Not equal to User) then do (Order Transfer Student 0010 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 8 (Pink) controller) Not equal to User) then do (Order Junior High Student 0011 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 9 (Gray) controller) Not equal to User) then do (Order Junior High Student 0012 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 10 (Light Blue) controller) Not equal to User) then do (Order Junior High Student 0013 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
If ((Player 11 (Dark Green) controller) Not equal to User) then do (Order Junior High Student 0014 <gen> to Patrol To.(Random point in (Playable map area))) else do (Do nothing)
Region
Events
Conditions
Actions
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (2000.00, 2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (2000.00, 0.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (2000.00, -2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (0.00, -2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (-2000.00, -2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (-2000.00, 0.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (-2000.00, 2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (0.00, 2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Wait 0.50 seconds
Cinematic - Ping minimap for (All players) at ((Center of Region) offset by (2000.00, 2000.00)) for 5.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Danger Zones
Events
Map initialization
Conditions
Actions
Wait 60.00 seconds
Set Variable Set Region = B3 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-3 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-3 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on B3 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of B3 <gen>) facing 270.00 degrees
Environment - Create at B3 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = D1 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area D-1 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area D-1 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on D1 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of D1 <gen>) facing 270.00 degrees
Environment - Create at D1 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = D5 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area D-5 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area D-5 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on D5 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of D5 <gen>) facing 270.00 degrees
Environment - Create at D5 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = C5 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area C-5 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area C-5 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on C5 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of C5 <gen>) facing 270.00 degrees
Environment - Create at C5 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = A1 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area A-1 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area A-1 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on A1 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of A1 <gen>) facing 270.00 degrees
Environment - Create at A1 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = B5 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-5 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-5 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units in Lighthouse <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on B5 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of B5 <gen>) facing 270.00 degrees
Environment - Create at B5 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = B1 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-1 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area B-1 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on B1 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of B1 <gen>) facing 270.00 degrees
Environment - Create at B1 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = E4 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area E-4 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area E-4 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units in Cave_Region2 <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on E4 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of E4 <gen>) facing 270.00 degrees
Environment - Create at E4 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = E3 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area E-3 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area E-3 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on E3 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of E3 <gen>) facing 270.00 degrees
Environment - Create at E3 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Wait 260.00 seconds
Set Variable Set Region = C3 <gen>
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area C-3 is about to become a |Cffff0000DANGER ZONE|R
Wait 20.00 seconds
Trigger - Run Region <gen> (ignoring conditions)
Game - Display to (All players) the text: Area C-3 is now a |Cffff0000DANGER ZONE|R
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl)
Unit Group - Pick every unit in (Units in Region matching (((Matching unit) is A Hero) Equal to True)) and do (Kill (Picked unit))
Trigger - Turn on C3 <gen>
Unit - Create 2 . Soldier (2) for Neutral Hostile at (Center of C3 <gen>) facing 270.00 degrees
Environment - Create at C3 <gen> the weather effect Dalaran Shield
Environment - Turn (Last created weather effect) On
Meat
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Neutral Passive
((Dying unit) is Mechanical) Equal to False
Actions
Item - Create Food at (Position of (Dying unit))
Clock
Events
Time - Clock expires
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True)) and do (Make (Picked unit) Vulnerable)
Countdown Timer - Destroy (Last created timer window)
Unit Dies
Events
Unit - A unit Dies
Conditions
((Dying unit) is Mechanical) Equal to False
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
If (((Dying unit) is A Hero) Equal to True) then do (Add 1 to (Owner of (Killing unit)).Current lumber) else do (Do nothing)
If (((Dying unit) is A Hero) Equal to True) then do (Pick every player in (All players) and do (Add -1 to (Picked player).Current gold)) else do (Do nothing)
If (((Dying unit) is A Hero) Equal to True) then do (Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility across (Playable map area)) else do (Do nothing)
If (((Dying unit) is A Hero) Equal to True) then do (Make (Owner of (Dying unit)) treat Player 12 (Brown) as an Ally with shared vision) else do (Do nothing)
Win
Events
Conditions
Actions
Game - Defeat Player 12 (Brown) with the message: Defeat!
If ((Junior High Student 0000 <gen> is alive) Equal to True) then do (Victory Player 1 (Red) (Show dialogs, Show scores)) else do (Defeat Player 1 (Red) with the message: Defeat!)
If ((Junior High Student 0005 <gen> is alive) Equal to True) then do (Victory Player 2 (Blue) (Show dialogs, Show scores)) else do (Defeat Player 2 (Blue) with the message: Defeat!)
If ((Transfer Student 0006 <gen> is alive) Equal to True) then do (Victory Player 3 (Teal) (Show dialogs, Show scores)) else do (Defeat Player 3 (Teal) with the message: Defeat!)
If ((Junior High Student 0007 <gen> is alive) Equal to True) then do (Victory Player 4 (Purple) (Show dialogs, Show scores)) else do (Defeat Player 4 (Purple) with the message: Defeat!)
If ((Junior High Student 0008 <gen> is alive) Equal to True) then do (Victory Player 5 (Yellow) (Show dialogs, Show scores)) else do (Defeat Player 5 (Yellow) with the message: Defeat!)
If ((Junior High Student 0009 <gen> is alive) Equal to True) then do (Victory Player 6 (Orange) (Show dialogs, Show scores)) else do (Defeat Player 6 (Orange) with the message: Defeat!)
If ((Transfer Student 0010 <gen> is alive) Equal to True) then do (Victory Player 7 (Green) (Show dialogs, Show scores)) else do (Defeat Player 7 (Green) with the message: Defeat!)
If ((Junior High Student 0011 <gen> is alive) Equal to True) then do (Victory Player 8 (Pink) (Show dialogs, Show scores)) else do (Defeat Player 8 (Pink) with the message: Defeat!)
If ((Junior High Student 0012 <gen> is alive) Equal to True) then do (Victory Player 9 (Gray) (Show dialogs, Show scores)) else do (Defeat Player 9 (Gray) with the message: Defeat!)
If ((Junior High Student 0013 <gen> is alive) Equal to True) then do (Victory Player 10 (Light Blue) (Show dialogs, Show scores)) else do (Defeat Player 10 (Light Blue) with the message: Defeat!)
If ((Junior High Student 0014 <gen> is alive) Equal to True) then do (Victory Player 11 (Dark Green) (Show dialogs, Show scores)) else do (Defeat Player 11 (Dark Green) with the message: Defeat!)
Window
Events
Conditions
Actions
Countdown Timer - Create a timer window for Clock with title Head Start Time
Countdown Timer - Show (Last created timer window)
Countdown Timer - Start Clock as a One-shot timer that will expire in 150.00 seconds
Player Exit
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Car Enter1
Events
Unit - Junior High Student 0000 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 1 (Red) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 1 (Red) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 1 (Red) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 1 (Red) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0000 <gen>
Car Enter2
Events
Unit - Junior High Student 0005 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 2 (Blue) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 2 (Blue) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 2 (Blue) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 2 (Blue) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0005 <gen>
Car Enter3
Events
Unit - Transfer Student 0006 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 3 (Teal) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 3 (Teal) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 3 (Teal) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 3 (Teal) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Transfer Student 0006 <gen>
Car Enter4
Events
Unit - Junior High Student 0007 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 4 (Purple) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 4 (Purple) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 4 (Purple) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 4 (Purple) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0007 <gen>
Car Enter5
Events
Unit - Junior High Student 0008 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 5 (Yellow) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 5 (Yellow) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 5 (Yellow) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 5 (Yellow) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0008 <gen>
Car Enter6
Events
Unit - Junior High Student 0009 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 6 (Orange) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 6 (Orange) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 6 (Orange) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 6 (Orange) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0009 <gen>
Car Enter7
Events
Unit - Transfer Student 0010 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 7 (Green) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 7 (Green) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 7 (Green) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 7 (Green) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Transfer Student 0010 <gen>
Car Enter8
Events
Unit - Junior High Student 0011 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 8 (Pink) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 8 (Pink) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 8 (Pink) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 8 (Pink) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0011 <gen>
Car Enter9
Events
Unit - Junior High Student 0012 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 9 (Gray) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 9 (Gray) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 9 (Gray) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 9 (Gray) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0012 <gen>
Car Enter10
Events
Unit - Junior High Student 0013 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 10 (Light Blue) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 10 (Light Blue) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 10 (Light Blue) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 10 (Light Blue) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0013 <gen>
Car Enter11
Events
Unit - Junior High Student 0014 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Enter Vehicle
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Actions
Wait 0.10 seconds
If (Automobile 0085 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0085 <gen> to Player 11 (Dark Green) and Retain color) else do (Do nothing)
If (Automobile 0080 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0080 <gen> to Player 11 (Dark Green) and Retain color) else do (Do nothing)
If (Automobile 0002 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0002 <gen> to Player 11 (Dark Green) and Retain color) else do (Do nothing)
If (Automobile 0090 <gen> Equal to (Target unit of ability being cast)) then do (Change ownership of Automobile 0090 <gen> to Player 11 (Dark Green) and Retain color) else do (Do nothing)
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Casting unit)) with Z offset 0
Unit - Hide Junior High Student 0014 <gen>
Car Exit
Events
Unit - Automobile 0085 <gen> Begins casting an ability
Unit - Automobile 0080 <gen> Begins casting an ability
Unit - Automobile 0002 <gen> Begins casting an ability
Unit - Automobile 0090 <gen> Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Junior High Student 0000 <gen>
Unit - Move Junior High Student 0000 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0000 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Junior High Student 0005 <gen>
Unit - Move Junior High Student 0005 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0005 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Transfer Student 0006 <gen>
Unit - Move Transfer Student 0006 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Transfer Student 0006 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Junior High Student 0007 <gen>
Unit - Move Junior High Student 0007 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0007 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Junior High Student 0008 <gen>
Unit - Move Junior High Student 0008 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0008 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Junior High Student 0009 <gen>
Unit - Move Junior High Student 0009 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0009 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Transfer Student 0010 <gen>
Unit - Move Transfer Student 0010 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Transfer Student 0010 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Junior High Student 0011 <gen>
Unit - Move Junior High Student 0011 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0011 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Junior High Student 0012 <gen>
Unit - Move Junior High Student 0012 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0012 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Junior High Student 0013 <gen>
Unit - Move Junior High Student 0013 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0013 <gen> Vulnerable
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Unhide Junior High Student 0014 <gen>
Unit - Move Junior High Student 0014 <gen> instantly to (Position of (Triggering unit))
Unit - Change ownership of (Triggering unit) to Neutral Passive and Retain color
Unit - Order (Triggering unit) to Stop .
Sound - Play Loading <gen> at 100 % volume, located at (Position of (Triggering unit)) with Z offset 0
Unit - Make Junior High Student 0014 <gen> Vulnerable
Else - Actions
Do nothing
Car Dies
Events
Unit - Automobile 0085 <gen> Dies
Unit - Automobile 0002 <gen> Dies
Unit - Automobile 0080 <gen> Dies
Unit - Automobile 0090 <gen> Dies
Conditions
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Junior High Student 0000 <gen>
Unit - Move Junior High Student 0000 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0000 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Junior High Student 0005 <gen>
Unit - Move Junior High Student 0005 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0005 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Transfer Student 0006 <gen>
Unit - Move Transfer Student 0006 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Transfer Student 0006 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Junior High Student 0007 <gen>
Unit - Move Junior High Student 0007 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0007 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Junior High Student 0008 <gen>
Unit - Move Junior High Student 0008 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0008 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Junior High Student 0009 <gen>
Unit - Move Junior High Student 0009 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0009 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Transfer Student 0010 <gen>
Unit - Move Transfer Student 0010 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Transfer Student 0010 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Junior High Student 0011 <gen>
Unit - Move Junior High Student 0011 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0011 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Junior High Student 0012 <gen>
Unit - Move Junior High Student 0012 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Junior High Student 0013 <gen>
Unit - Move Junior High Student 0013 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0013 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Unhide Junior High Student 0014 <gen>
Unit - Move Junior High Student 0014 <gen> instantly to (Position of (Triggering unit))
Unit - Kill Junior High Student 0014 <gen>
Else - Actions
Do nothing
Barn Ext
Events
Unit - A unit comes within 50.00 of Entrance 0066 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0064 <gen>) offset by (0.00, 100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Barn_Int for (Owner of (Triggering unit)) over 0 seconds
Barn Int
Events
Unit - A unit comes within 50.00 of Exit 0064 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0066 <gen>) offset by (-100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Barn_Ext for (Owner of (Triggering unit)) over 0 seconds
Cave3 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0071 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0058 <gen>) offset by (100.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave3_int for (Owner of (Triggering unit)) over 0 seconds
Cave3 Int
Events
Unit - A unit comes within 50.00 of Exit 0058 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0071 <gen>) offset by (-100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave_3_Ext for (Owner of (Triggering unit)) over 0 seconds
Cave 2 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0055 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0063 <gen>) offset by (100.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave2_int for (Owner of (Triggering unit)) over 0 seconds
Cave 2 Int
Events
Unit - A unit comes within 50.00 of Exit 0063 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0055 <gen>) offset by (100.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave_2_Ext for (Owner of (Triggering unit)) over 0 seconds
Cave 1 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0072 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0062 <gen>) offset by (0.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave1_int for (Owner of (Triggering unit)) over 0 seconds
Cave 1 Int
Events
Unit - A unit comes within 50.00 of Exit 0062 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0072 <gen>) offset by (0.00, 100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave1_Ext for (Owner of (Triggering unit)) over 0 seconds
Cave 4 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0073 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0057 <gen>) offset by (-100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave4_int for (Owner of (Triggering unit)) over 0 seconds
Cave 4 Int
Events
Unit - A unit comes within 50.00 of Exit 0057 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0073 <gen>) offset by (100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Cave_4_Ext for (Owner of (Triggering unit)) over 0 seconds
Church Ext
Events
Unit - A unit comes within 50.00 of Entrance 0060 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0065 <gen>) offset by (0.00, 100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Church_Int for (Owner of (Triggering unit)) over 0 seconds
Church Int
Events
Unit - A unit comes within 50.00 of Exit 0065 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0060 <gen>) offset by (0.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Church_Ext for (Owner of (Triggering unit)) over 0 seconds
House1 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0059 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0056 <gen>) offset by (100.00, 100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House1_Int for (Owner of (Triggering unit)) over 0 seconds
House1 Int
Events
Unit - A unit comes within 50.00 of Exit 0056 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0059 <gen>) offset by (0.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House_1_Ext for (Owner of (Triggering unit)) over 0 seconds
House2 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0089 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0068 <gen>) offset by (100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House2_Int for (Owner of (Triggering unit)) over 0 seconds
House2 Int
Events
Unit - A unit comes within 50.00 of Exit 0068 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0089 <gen>) offset by (-100.00, -100.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House2_Ext for (Owner of (Triggering unit)) over 0 seconds
House3 Ext
Events
Unit - A unit comes within 50.00 of Entrance 0070 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0069 <gen>) offset by (100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House3_Int for (Owner of (Triggering unit)) over 0 seconds
House3 Int
Events
Unit - A unit comes within 50.00 of Exit 0069 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0070 <gen>) offset by (-100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_House3_Ext for (Owner of (Triggering unit)) over 0 seconds
Lighthouse Ext
Events
Unit - A unit comes within 50.00 of Entrance 0054 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Exit 0067 <gen>) offset by (100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Lighthouse_Int for (Owner of (Triggering unit)) over 0 seconds
Lighthouse Int
Events
Unit - A unit comes within 50.00 of Exit 0067 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to False
Actions
Unit - Move (Triggering unit) instantly to ((Position of Entrance 0054 <gen>) offset by (-100.00, 0.00)) , facing Default building facing degrees
Camera - . Apply . gg_cam_Lighthouse_Ext for (Owner of (Triggering unit)) over 0 seconds
A1
Events
Unit - A unit enters A1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
A2
Events
Unit - A unit enters A2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
A3
Events
Unit - A unit enters A3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
A4
Events
Unit - A unit enters A4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
B1
Events
Unit - A unit enters B1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
B2
Events
Unit - A unit enters B2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
B3
Events
Unit - A unit enters B3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Move To . ((Position of (Entering unit)) offset by ((Facing of (Entering unit)), -100.00))
B4
Events
Unit - A unit enters B4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
B5
Events
Unit - A unit enters B5 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
C1
Events
Unit - A unit enters C1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
C2
Events
Unit - A unit enters C2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
C3
Events
Unit - A unit enters C3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
C4
Events
Unit - A unit enters C4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
C5
Events
Unit - A unit enters C5 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
D1
Events
Unit - A unit enters D1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
D2
Events
Unit - A unit enters D2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
D3
Events
Unit - A unit enters D3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
D4
Events
Unit - A unit enters D4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
D5
Events
Unit - A unit enters D5 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
E1
Events
Unit - A unit enters E1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
((Owner of (Entering unit)) controller) Equal to User
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
E2
Events
Unit - A unit enters E2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
E3
Events
Unit - A unit enters E3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Unit - Kill (Entering unit)
Else - Actions
Unit - Order (Entering unit) to Stop .
E4
Events
Unit - A unit enters E4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Entering unit)) controller) Equal to User
(((Entering unit) is A Hero) Equal to True) or (((Entering unit) is Mechanical) Equal to True)
Then - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Entering unit) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
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