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Triggers
(1)BurningFest06.w3x
Variables
Initialization
Map Initialization
Stage 1
Stage 2
Stage 3
Ground Attack
Air Attack
Boss Initiate 1
Boss Initiate 2
Boss Initiate 3
Fire Effects
Fighter Spawn 1
Fighter Spawn 2
Fighter Spawn 3
Enforcer Die
Attack Sound
Attack Sound Air
Enter Remove
Enemy Attack
Enemy Attack2
Boss Attack 1
Boss Attack 2
Boss Attack 3
Unit Select
Game Over
Boss Death
Score
Move Triggers
L Stage A 1
L Stage A 2
L Stage A 3
L Stage A 4
L Stage A 5
L Stage A 6
R Stage A 1
R Stage A 2
R Stage A 3
R Stage A 4
R Stage A 5
R Stage A 6
L Stage B 1
L Stage B 2
L Stage B 3
L Stage B 4
L Stage B 5
L Stage B 6
R Stage B 1
R Stage B 2
R Stage B 3
R Stage B 4
R Stage B 5
R Stage B 6
L Stage C 1
L Stage C 2
L Stage C 3
L Stage C 4
L Stage C 5
L Stage C 6
R Stage C 1
R Stage C 2
R Stage C 3
R Stage C 4
R Stage C 5
R Stage C 6
L Boss 1
L Boss 2
L Boss 3
L Boss 4
L Boss 5
L Boss 6
R Boss 1
R Boss 2
R Boss 3
R Boss 4
R Boss 5
R Boss 6
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
Random1
integer
No
Random2
integer
No
Random3
integer
No
Vismod1
fogmodifier
No
Vismod2
fogmodifier
No
Vismod3
fogmodifier
No
Vismod4
fogmodifier
No
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Trigger - Run Stage_1 <gen> (ignoring conditions)
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Unit - Hide Heavy Tank 0100 <gen>
Unit - Hide Currier Ship 0114 <gen>
Unit - Hide Destroyer 0101 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Boss_Stage_Region <gen>
Set Variable Set Vismod1 = (Last created visibility modifier)
Sound - Set music volume to 0.00 %
Player - Set Player 1 (Red) . Food max to 3
Player - Set Player 1 (Red) . Food used to 1
Player - Set Player 1 (Red) . Food cap to 3
Floating Text - Create floating text that reads Stage 1 at (Center of Text1 <gen>) with Z offset 0 , using font size 20.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Stage 1
Events
Conditions
Actions
Unit - Move Shade 0008 <gen> instantly to (Center of Start_A_1 <gen>) , facing 90.00 degrees
Unit - Move Shade 0007 <gen> instantly to (Center of Start_A_2 <gen>) , facing 90.00 degrees
Unit - Move Shade 0006 <gen> instantly to (Center of Start_A_3 <gen>) , facing 90.00 degrees
Unit - Move Shade 0005 <gen> instantly to (Center of Start_A_4 <gen>) , facing 90.00 degrees
Unit - Move Shade 0004 <gen> instantly to (Center of Start_A_5 <gen>) , facing 90.00 degrees
Unit - Move Shade 0003 <gen> instantly to (Center of Start_A_6 <gen>) , facing 90.00 degrees
Unit - Move Shade 0002 <gen> instantly to (Center of Start_A_7 <gen>) , facing 90.00 degrees
Trigger - Turn on Fighter_Spawn_1 <gen>
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Stage_A <gen>
Set Variable Set Vismod2 = (Last created visibility modifier)
Wait 0.10 seconds
Camera - . Apply . gg_cam_Stage_1_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0038 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Position of Shade 0005 <gen>)
Wait 0.10 seconds
Unit - Order Shade 0038 <gen> to Move To . (Center of End_A_4 <gen>)
Unit - Order Shade 0008 <gen> to Move To . (Center of End_A_1 <gen>)
Unit - Order Shade 0007 <gen> to Move To . (Center of End_A_2 <gen>)
Unit - Order Shade 0006 <gen> to Move To . (Center of End_A_3 <gen>)
Unit - Order Shade 0005 <gen> to Move To . (Center of End_A_4 <gen>)
Unit - Order Shade 0004 <gen> to Move To . (Center of End_A_5 <gen>)
Unit - Order Shade 0003 <gen> to Move To . (Center of End_A_6 <gen>)
Unit - Order Shade 0002 <gen> to Move To . (Center of End_A_7 <gen>)
Unit - Order Police Craft No. 256 0037 <gen> to Move To . (Center of End_A_4 <gen>)
Sound - Play Stage1 <gen>
Stage 2
Events
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across Stage_A <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Stage_B <gen>
Trigger - Turn off Ground_Attack <gen>
Set Variable Set Vismod3 = (Last created visibility modifier)
Unit - Move Shade 0009 <gen> instantly to (Center of Start_B_1 <gen>) , facing 90.00 degrees
Unit - Move Shade 0010 <gen> instantly to (Center of Start_B_2 <gen>) , facing 90.00 degrees
Unit - Move Shade 0011 <gen> instantly to (Center of Start_B_3 <gen>) , facing 90.00 degrees
Unit - Move Shade 0012 <gen> instantly to (Center of Start_B_4 <gen>) , facing 90.00 degrees
Unit - Move Shade 0013 <gen> instantly to (Center of Start_B_5 <gen>) , facing 90.00 degrees
Unit - Move Shade 0014 <gen> instantly to (Center of Start_B_6 <gen>) , facing 90.00 degrees
Unit - Move Shade 0015 <gen> instantly to (Center of Start_B_7 <gen>) , facing 90.00 degrees
Player - Set Player 1 (Red) . Food used to 2
Trigger - Turn on Fighter_Spawn_2 <gen>
Animation - Change Police Craft No. 256 0037 <gen> flying height to 90.00 at 0.00
Floating Text - Create floating text that reads Stage 2 at (Center of Text2 <gen>) with Z offset 0 , using font size 20.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 0.10 seconds
Unit - Make Police Craft No. 256 0037 <gen> Vulnerable
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Position of Shade 0012 <gen>)
Wait 0.10 seconds
Unit - Order Shade 0039 <gen> to Move To . (Center of End_B_4 <gen>)
Unit - Order Shade 0009 <gen> to Move To . (Center of End_B_1 <gen>)
Unit - Order Shade 0010 <gen> to Move To . (Center of End_B_2 <gen>)
Unit - Order Shade 0011 <gen> to Move To . (Center of End_B_3 <gen>)
Unit - Order Shade 0012 <gen> to Move To . (Center of End_B_4 <gen>)
Unit - Order Shade 0013 <gen> to Move To . (Center of End_B_5 <gen>)
Unit - Order Shade 0014 <gen> to Move To . (Center of End_B_6 <gen>)
Unit - Order Shade 0015 <gen> to Move To . (Center of End_B_7 <gen>)
Unit - Order Police Craft No. 256 0037 <gen> to Move To . (Center of End_B_4 <gen>)
Sound - Play Stage2 <gen>
Stage 3
Events
Conditions
Actions
Visibility - Destroy Vismod3
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across Stage_B <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Stage_C <gen>
Set Variable Set Vismod4 = (Last created visibility modifier)
Trigger - Turn on Ground_Attack <gen>
Unit - Move Shade 0016 <gen> instantly to (Center of Start_C_1 <gen>) , facing 90.00 degrees
Unit - Move Shade 0017 <gen> instantly to (Center of Start_C_2 <gen>) , facing 90.00 degrees
Unit - Move Shade 0018 <gen> instantly to (Center of Start_C_3 <gen>) , facing 90.00 degrees
Unit - Move Shade 0019 <gen> instantly to (Center of Start_C_4 <gen>) , facing 90.00 degrees
Unit - Move Shade 0020 <gen> instantly to (Center of Start_C_5 <gen>) , facing 90.00 degrees
Unit - Move Shade 0021 <gen> instantly to (Center of Start_C_6 <gen>) , facing 90.00 degrees
Unit - Move Shade 0022 <gen> instantly to (Center of Start_C_7 <gen>) , facing 90.00 degrees
Player - Set Player 1 (Red) . Food used to 3
Trigger - Turn on Fighter_Spawn_3 <gen>
Floating Text - Create floating text that reads Stage 3 at (Center of Text3 <gen>) with Z offset 0 , using font size 20.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 0.10 seconds
Unit - Make Police Craft No. 256 0037 <gen> Vulnerable
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Position of Shade 0019 <gen>)
Wait 0.10 seconds
Unit - Order Shade 0040 <gen> to Move To . (Center of End_C_4 <gen>)
Unit - Order Shade 0016 <gen> to Move To . (Center of End_C_1 <gen>)
Unit - Order Shade 0017 <gen> to Move To . (Center of End_C_2 <gen>)
Unit - Order Shade 0018 <gen> to Move To . (Center of End_C_3 <gen>)
Unit - Order Shade 0019 <gen> to Move To . (Center of End_C_4 <gen>)
Unit - Order Shade 0020 <gen> to Move To . (Center of End_C_5 <gen>)
Unit - Order Shade 0021 <gen> to Move To . (Center of End_C_6 <gen>)
Unit - Order Shade 0022 <gen> to Move To . (Center of End_C_7 <gen>)
Unit - Order Police Craft No. 256 0037 <gen> to Move To . (Center of End_C_4 <gen>)
Sound - Play Stage3 <gen>
Ground Attack
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Unit - Create 1 . Shade Ground for Neutral Hostile at (Position of Police Craft No. 256 0037 <gen>) facing 90.00 degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of Police Craft No. 256 0037 <gen>) offset by (0.00, 200.00))
Wait 0.10 seconds
Unit - Remove (Last created unit) from the game
Air Attack
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
Unit - Create 1 . Shade for Neutral Hostile at (Position of Police Craft No. 256 0037 <gen>) facing 90.00 degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of Police Craft No. 256 0037 <gen>) offset by (0.00, 200.00))
Wait 0.10 seconds
Unit - Remove (Last created unit) from the game
Boss Initiate 1
Events
Unit - A unit enters Boss_Start_1 <gen>
Conditions
(Entering unit) Equal to Police Craft No. 256 0037 <gen>
Actions
Floating Text - Destroy (Last created floating text)
Cinematic - Disable user control for (All players) .
Trigger - Turn off Fighter_Spawn_1 <gen>
Wait 0.20 seconds
Trigger - Turn off L_Stage_A_1 <gen>
Trigger - Turn off L_Stage_A_2 <gen>
Trigger - Turn off L_Stage_A_3 <gen>
Trigger - Turn off L_Stage_A_4 <gen>
Trigger - Turn off L_Stage_A_5 <gen>
Trigger - Turn off L_Stage_A_6 <gen>
Trigger - Turn off R_Stage_A_1 <gen>
Trigger - Turn off R_Stage_A_2 <gen>
Trigger - Turn off R_Stage_A_3 <gen>
Trigger - Turn off R_Stage_A_4 <gen>
Trigger - Turn off R_Stage_A_5 <gen>
Trigger - Turn off R_Stage_A_6 <gen>
Trigger - Turn on L_Boss_1 <gen>
Trigger - Turn on L_Boss_2 <gen>
Trigger - Turn on L_Boss_3 <gen>
Trigger - Turn on L_Boss_4 <gen>
Trigger - Turn on L_Boss_5 <gen>
Trigger - Turn on L_Boss_6 <gen>
Trigger - Turn on R_Boss_1 <gen>
Trigger - Turn on R_Boss_2 <gen>
Trigger - Turn on R_Boss_3 <gen>
Trigger - Turn on R_Boss_4 <gen>
Trigger - Turn on R_Boss_5 <gen>
Trigger - Turn on R_Boss_6 <gen>
Sound - Stop Stage1 <gen> Immediately
Sound - Play Boss <gen>
Cinematic - Fade out and back in over 10.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Unit - Order Police Craft No. 256 0037 <gen> to Stop .
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Center of SpaceBoss4 <gen>) , facing 90.00 degrees
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Boss_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0099 <gen> , offset by ( 0 , 0 ) using Default rotation
Wait 5.00 seconds
Unit - Unhide Heavy Tank 0100 <gen>
Unit - Order Heavy Tank 0100 <gen> to Move To . (Center of Boss_Center_Move <gen>)
Cinematic - Enable user control for (All players) .
Wait 1.00 seconds
Trigger - Turn on Boss_Attack_1 <gen>
Wait 7.00 seconds
Unit - Make Heavy Tank 0100 <gen> face 270.00 over 5.00 seconds
Wait until ((Heavy Tank 0100 <gen> is dead) Equal to True) , checking every 1 seconds
Unit - Make Police Craft No. 256 0037 <gen> Invulnerable
Trigger - Turn off Boss_Attack_1 <gen>
Unit - Order Shade 0119 <gen> to Stop .
Unit - Order Shade 0121 <gen> to Stop .
Unit - Order Shade 0122 <gen> to Stop .
Cinematic - Disable user control for (All players) .
Wait 0.20 seconds
Trigger - Turn off L_Boss_1 <gen>
Trigger - Turn off L_Boss_2 <gen>
Trigger - Turn off L_Boss_3 <gen>
Trigger - Turn off L_Boss_4 <gen>
Trigger - Turn off L_Boss_5 <gen>
Trigger - Turn off L_Boss_6 <gen>
Trigger - Turn off R_Boss_1 <gen>
Trigger - Turn off R_Boss_2 <gen>
Trigger - Turn off R_Boss_3 <gen>
Trigger - Turn off R_Boss_4 <gen>
Trigger - Turn off R_Boss_5 <gen>
Trigger - Turn off R_Boss_6 <gen>
Trigger - Turn on L_Stage_B_1 <gen>
Trigger - Turn on L_Stage_B_2 <gen>
Trigger - Turn on L_Stage_B_3 <gen>
Trigger - Turn on L_Stage_B_4 <gen>
Trigger - Turn on L_Stage_B_5 <gen>
Trigger - Turn on L_Stage_B_6 <gen>
Trigger - Turn on R_Stage_B_1 <gen>
Trigger - Turn on R_Stage_B_2 <gen>
Trigger - Turn on R_Stage_B_3 <gen>
Trigger - Turn on R_Stage_B_4 <gen>
Trigger - Turn on R_Stage_B_5 <gen>
Trigger - Turn on R_Stage_B_6 <gen>
Sound - Stop Boss <gen> After fading
Cinematic - Fade out and back in over 10.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Stage_2_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0039 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Position of Shade 0012 <gen>) , facing 90.00 degrees
Visibility - Destroy Vismod2
Wait 4.00 seconds
Cinematic - Enable user control for (All players) .
Trigger - Run Stage_2 <gen> (ignoring conditions)
Boss Initiate 2
Events
Unit - A unit enters Boss_Start_2 <gen>
Conditions
(Entering unit) Equal to Police Craft No. 256 0037 <gen>
Actions
Floating Text - Destroy (Last created floating text)
Cinematic - Disable user control for (All players) .
Trigger - Turn off Fighter_Spawn_2 <gen>
Wait 0.20 seconds
Trigger - Turn off L_Stage_B_1 <gen>
Trigger - Turn off L_Stage_B_2 <gen>
Trigger - Turn off L_Stage_B_3 <gen>
Trigger - Turn off L_Stage_B_4 <gen>
Trigger - Turn off L_Stage_B_5 <gen>
Trigger - Turn off L_Stage_B_6 <gen>
Trigger - Turn off R_Stage_B_1 <gen>
Trigger - Turn off R_Stage_B_2 <gen>
Trigger - Turn off R_Stage_B_3 <gen>
Trigger - Turn off R_Stage_B_4 <gen>
Trigger - Turn off R_Stage_B_5 <gen>
Trigger - Turn off R_Stage_B_6 <gen>
Trigger - Turn on L_Boss_1 <gen>
Trigger - Turn on L_Boss_2 <gen>
Trigger - Turn on L_Boss_3 <gen>
Trigger - Turn on L_Boss_4 <gen>
Trigger - Turn on L_Boss_5 <gen>
Trigger - Turn on L_Boss_6 <gen>
Trigger - Turn on R_Boss_1 <gen>
Trigger - Turn on R_Boss_2 <gen>
Trigger - Turn on R_Boss_3 <gen>
Trigger - Turn on R_Boss_4 <gen>
Trigger - Turn on R_Boss_5 <gen>
Trigger - Turn on R_Boss_6 <gen>
Sound - Stop Stage2 <gen> Immediately
Sound - Play Boss <gen>
Cinematic - Fade out and back in over 10.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Unit - Order Police Craft No. 256 0037 <gen> to Stop .
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Center of SpaceBoss4 <gen>) , facing 90.00 degrees
Animation - Change Police Craft No. 256 0037 <gen> flying height to 480.00 at 0.00
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Boss_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0099 <gen> , offset by ( 0 , 0 ) using Default rotation
Wait 5.00 seconds
Unit - Unhide Currier Ship 0114 <gen>
Unit - Order Currier Ship 0114 <gen> to Move To . (Center of Boss_Center_Move <gen>)
Cinematic - Enable user control for (All players) .
Wait 1.00 seconds
Trigger - Turn on Boss_Attack_2 <gen>
Unit - Order Shade 0119 <gen> to Stop .
Unit - Order Shade 0121 <gen> to Stop .
Unit - Order Shade 0122 <gen> to Stop .
Wait 7.00 seconds
Unit - Make Currier Ship 0114 <gen> face 270.00 over 1.00 seconds
Wait until ((Currier Ship 0114 <gen> is dead) Equal to True) , checking every 1 seconds
Trigger - Turn off Boss_Attack_2 <gen>
Unit - Make Police Craft No. 256 0037 <gen> Invulnerable
Unit - Order Shade 0119 <gen> to Stop .
Unit - Order Shade 0121 <gen> to Stop .
Unit - Order Shade 0122 <gen> to Stop .
Cinematic - Disable user control for (All players) .
Wait 0.20 seconds
Trigger - Turn off L_Boss_1 <gen>
Trigger - Turn off L_Boss_2 <gen>
Trigger - Turn off L_Boss_3 <gen>
Trigger - Turn off L_Boss_4 <gen>
Trigger - Turn off L_Boss_5 <gen>
Trigger - Turn off L_Boss_6 <gen>
Trigger - Turn off R_Boss_1 <gen>
Trigger - Turn off R_Boss_2 <gen>
Trigger - Turn off R_Boss_3 <gen>
Trigger - Turn off R_Boss_4 <gen>
Trigger - Turn off R_Boss_5 <gen>
Trigger - Turn off R_Boss_6 <gen>
Trigger - Turn on L_Stage_C_1 <gen>
Trigger - Turn on L_Stage_C_2 <gen>
Trigger - Turn on L_Stage_C_3 <gen>
Trigger - Turn on L_Stage_C_4 <gen>
Trigger - Turn on L_Stage_C_5 <gen>
Trigger - Turn on L_Stage_C_6 <gen>
Trigger - Turn on R_Stage_C_1 <gen>
Trigger - Turn on R_Stage_C_2 <gen>
Trigger - Turn on R_Stage_C_3 <gen>
Trigger - Turn on R_Stage_C_4 <gen>
Trigger - Turn on R_Stage_C_5 <gen>
Trigger - Turn on R_Stage_C_6 <gen>
Sound - Stop Boss <gen> After fading
Cinematic - Fade out and back in over 10.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Stage_3_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0040 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Position of Shade 0019 <gen>) , facing 90.00 degrees
Wait 4.00 seconds
Cinematic - Enable user control for (All players) .
Trigger - Run Stage_3 <gen> (ignoring conditions)
Boss Initiate 3
Events
Unit - A unit enters Boss_Start_3 <gen>
Conditions
(Entering unit) Equal to Police Craft No. 256 0037 <gen>
Actions
Floating Text - Destroy (Last created floating text)
Cinematic - Disable user control for (All players) .
Trigger - Turn off Fighter_Spawn_3 <gen>
Wait 0.20 seconds
Trigger - Turn off L_Stage_C_1 <gen>
Trigger - Turn off L_Stage_C_2 <gen>
Trigger - Turn off L_Stage_C_3 <gen>
Trigger - Turn off L_Stage_C_4 <gen>
Trigger - Turn off L_Stage_C_5 <gen>
Trigger - Turn off L_Stage_C_6 <gen>
Trigger - Turn off R_Stage_C_1 <gen>
Trigger - Turn off R_Stage_C_2 <gen>
Trigger - Turn off R_Stage_C_3 <gen>
Trigger - Turn off R_Stage_C_4 <gen>
Trigger - Turn off R_Stage_C_5 <gen>
Trigger - Turn off R_Stage_C_6 <gen>
Trigger - Turn on L_Boss_1 <gen>
Trigger - Turn on L_Boss_2 <gen>
Trigger - Turn on L_Boss_3 <gen>
Trigger - Turn on L_Boss_4 <gen>
Trigger - Turn on L_Boss_5 <gen>
Trigger - Turn on L_Boss_6 <gen>
Trigger - Turn on R_Boss_1 <gen>
Trigger - Turn on R_Boss_2 <gen>
Trigger - Turn on R_Boss_3 <gen>
Trigger - Turn on R_Boss_4 <gen>
Trigger - Turn on R_Boss_5 <gen>
Trigger - Turn on R_Boss_6 <gen>
Sound - Stop Stage3 <gen> Immediately
Sound - Play Boss <gen>
Cinematic - Fade out and back in over 10.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Visibility - Destroy Vismod4
Unit - Order Police Craft No. 256 0037 <gen> to Stop .
Unit - Move Police Craft No. 256 0037 <gen> instantly to (Center of SpaceBoss4 <gen>) , facing 90.00 degrees
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Boss_Long for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Shade 0099 <gen> , offset by ( 0 , 0 ) using Default rotation
Wait 5.00 seconds
Unit - Unhide Destroyer 0101 <gen>
Unit - Order Destroyer 0101 <gen> to Move To . (Center of Boss_Center_Move <gen>)
Cinematic - Enable user control for (All players) .
Wait 1.00 seconds
Trigger - Turn on Boss_Attack_3 <gen>
Wait 7.00 seconds
Unit - Make Destroyer 0101 <gen> face 270.00 over 5.00 seconds
Wait until ((Destroyer 0101 <gen> is dead) Equal to True) , checking every 1 seconds
Trigger - Turn off Boss_Attack_3 <gen>
Unit - Make Police Craft No. 256 0037 <gen> Invulnerable
Unit - Order Shade 0119 <gen> to Stop .
Unit - Order Shade 0121 <gen> to Stop .
Unit - Order Shade 0122 <gen> to Stop .
Unit - Order Shade 0147 <gen> to Stop .
Unit - Order Shade 0146 <gen> to Stop .
Unit - Order Shade 0146 <gen> to Stop .
Unit - Order Shade 0145 <gen> to Stop .
Cinematic - Disable user control for (All players) .
Wait 0.20 seconds
Trigger - Turn off L_Boss_1 <gen>
Trigger - Turn off L_Boss_2 <gen>
Trigger - Turn off L_Boss_3 <gen>
Trigger - Turn off L_Boss_4 <gen>
Trigger - Turn off L_Boss_5 <gen>
Trigger - Turn off L_Boss_6 <gen>
Trigger - Turn off R_Boss_1 <gen>
Trigger - Turn off R_Boss_2 <gen>
Trigger - Turn off R_Boss_3 <gen>
Trigger - Turn off R_Boss_4 <gen>
Trigger - Turn off R_Boss_5 <gen>
Trigger - Turn off R_Boss_6 <gen>
Sound - Stop Boss <gen> After fading
Cinematic - Turn cinematic mode On for (All players) over 5.00 seconds
Cinematic - Fade out and back in over 10.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Camera_015 for Player 1 (Red) over 0 seconds
Wait 5.00 seconds
Wait 2 seconds
Unit - Order Police Craft No. 256 0134 <gen> to Move To . (Center of Cin_Move <gen>)
Wait 10.00 seconds
Unit - Make Police Craft No. 256 0134 <gen> face 250.00 over 2.00 seconds
Wait 5.00 seconds
Sound - Set music volume to 100.00 %
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Fire Effects
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Factory
Then - Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Sound - Play TinkerMissileDeath1 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Power Plant
Then - Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Sound - Play TinkerMissileDeath1 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is Mechanical) Equal to True
((Dying unit) is A flying unit) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Sound - Play TinkerMissileDeath1 <gen>
Else - Actions
Do nothing
Fighter Spawn 1
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Set Variable Set Random1 = (Random integer number between 1 and 7)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 1
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_1 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 2
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_2 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_2 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 3
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_3 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_3 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 4
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_4 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_4 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 5
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_5 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_5 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 6
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_6 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_6 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random1 Equal to 7
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_A_7 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_A_7 <gen>)
Else - Actions
Do nothing
Fighter Spawn 2
Events
Time - Every 3.50 seconds of game time
Conditions
Actions
Set Variable Set Random2 = (Random integer number between 1 and 7)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 1
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_1 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 2
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_2 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_2 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 3
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_3 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_3 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 4
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_4 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_4 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 5
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_5 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_5 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 6
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_6 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_6 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random2 Equal to 7
Then - Actions
Unit - Create 1 . Fighter (low) for Player 2 (Blue) at (Center of End_B_7 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_B_7 <gen>)
Else - Actions
Do nothing
Fighter Spawn 3
Events
Time - Every 5.50 seconds of game time
Conditions
Actions
Set Variable Set Random3 = (Random integer number between 1 and 7)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 1
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_1 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 2
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_2 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_2 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 3
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_3 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_3 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 4
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_4 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_4 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 5
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_5 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_5 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 6
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_6 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_6 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random3 Equal to 7
Then - Actions
Unit - Create 1 . Fighter for Player 2 (Blue) at (Center of End_C_7 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . (Center of Start_C_7 <gen>)
Else - Actions
Do nothing
Enforcer Die
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Enforcer
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using war3mapImported\RDZExplosionX2.mdx
Wait 0.50 seconds
Sound - Play fusion2 <gen>
Attack Sound
Events
Unit - Shade 0103 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Carrion Swarm (Ground)
Actions
Sound - Play TinkerMissileLaunch1 <gen>
Attack Sound Air
Events
Unit - Shade 0098 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Carrion Swarm (Air)
Actions
Sound - Play DemonHunterMissileHit2 <gen>
Enter Remove
Events
Unit - A unit enters Enter1 <gen>
Unit - A unit enters Enter2 <gen>
Unit - A unit enters Enter3 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Remove (Entering unit) from the game
Enemy Attack
Events
Unit - A unit comes within 1000.00 of Police Craft No. 256 0037 <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Fighter) or ((Unit-type of (Triggering unit)) Equal to Enforcer)
Actions
Unit - Move Shade 0120 <gen> instantly to (Position of (Triggering unit)) , facing (Position of Police Craft No. 256 0037 <gen>)
Unit - Order Shade 0120 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Enemy Attack2
Events
Unit - A unit comes within 1000.00 of Police Craft No. 256 0037 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Fighter (low)
Actions
Unit - Move Shade 0120 <gen> instantly to (Position of (Triggering unit)) , facing (Position of Police Craft No. 256 0037 <gen>)
Unit - Order Shade 0120 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Boss Attack 1
Events
Time - Every 2.50 seconds of game time
Conditions
Actions
Unit - Order Shade 0121 <gen> to Attack Ground . (Center of SpaceBoss1 <gen>)
Unit - Order Shade 0122 <gen> to Attack Ground . (Center of SpaceBoss4 <gen>)
Unit - Order Shade 0119 <gen> to Attack Ground . (Center of SpaceBoss7 <gen>)
Boss Attack 2
Events
Time - Every 2.50 seconds of game time
Conditions
Actions
Unit - Order Shade 0121 <gen> to Attack Ground . (Center of SpaceBoss2 <gen>)
Unit - Order Shade 0122 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Unit - Order Shade 0119 <gen> to Attack Ground . (Center of SpaceBoss6 <gen>)
Boss Attack 3
Events
Time - Every 2.50 seconds of game time
Conditions
Actions
Unit - Order Shade 0122 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Unit - Order Shade 0121 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Unit - Order Shade 0119 <gen> to Attack Once . Police Craft No. 256 0037 <gen>
Unit - Order Shade 0146 <gen> to Attack Ground . (Center of SpaceBoss6 <gen>)
Unit - Order Shade 0144 <gen> to Attack Ground . (Center of SpaceBoss7 <gen>)
Unit - Order Shade 0147 <gen> to Attack Ground . (Center of SpaceBoss2 <gen>)
Unit - Order Shade 0145 <gen> to Attack Ground . (Center of SpaceBoss1 <gen>)
Unit Select
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Selection - Select Police Craft No. 256 0134 <gen> for Player 1 (Red)
Game Over
Events
Unit - Police Craft No. 256 0037 <gen> Dies
Conditions
Actions
Wait 3.00 seconds
Game - Defeat Player 1 (Red) with the message: You were killed!
Boss Death
Events
Unit - Destroyer 0101 <gen> Dies
Unit - Currier Ship 0114 <gen> Dies
Unit - Heavy Tank 0100 <gen> Dies
Conditions
Actions
Player - Add 1000 to Player 1 (Red) . Current gold
Special Effect - Create a special effect at (Position of (Dying unit)) using war3mapImported\RDZExplosionX2.mdx
Wait 0.50 seconds
Sound - Play fusion2 <gen>
Score
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
If ((Unit-type of (Dying unit)) Equal to Security Guard) then do (Add 10 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Sentry Gun) then do (Add 100 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to SAM site) then do (Add 100 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Tank) then do (Add 125 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Factory) then do (Add 400 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Power Plant) then do (Add 250 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Enforcer) then do (Add 150 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Fighter) then do (Add 50 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Fighter (low)) then do (Add 50 to Player 1 (Red).Current gold) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Walker) then do (Add 300 to Player 1 (Red).Current gold) else do (Do nothing)
L Stage A 1
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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