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Triggers
Capture the Flag v1.2.w3x
Variables
Gameplay
Respawn
Kills
Initialisierung
Flagge geklaut Mensch
Flagge geklaut Orc
Flagge gesavet Orc
Flagge gesavet Mensch
Alarm
Alarm01
Alarm02
Radar aus Orc
Radar aus Mensch
Flagge klauen Mensch
Flagge klauen Orc
Kaufen
Orcs
Humans
Aliens
Cages
Cave
Faesser
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
Name
Type
is_array
initial_value
Humanpoints
integer
No
Humans
force
No
Orcpoints
integer
No
Orcs
force
No
Respawn
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Hero - Instantly revive (Dying unit) at (Center of Respawn_Human <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 7 (Green)
(Owner of (Dying unit)) Equal to Player 8 (Pink)
(Owner of (Dying unit)) Equal to Player 9 (Gray)
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
(Owner of (Dying unit)) Equal to Player 12 (Brown)
Then - Actions
Hero - Instantly revive (Dying unit) at (Center of Respawn_Orc <gen>) , Show revival graphics
Else - Actions
Kills
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Vorgegebene Nahkampf-Spielinitialisierung für alle Spieler
Initialisierung
Events
Map initialization
Conditions
Actions
Item - Make gg_item_I001_0012 Invulnerable
Item - Make gg_item_I000_0013 Invulnerable
Player Group - Add Player 1 (Red) to Humans
Player Group - Add Player 2 (Blue) to Humans
Player Group - Add Player 3 (Teal) to Humans
Player Group - Add Player 4 (Purple) to Humans
Player Group - Add Player 5 (Yellow) to Humans
Player Group - Add Player 6 (Orange) to Humans
Player Group - Add Player 7 (Green) to Orcs
Player Group - Add Player 8 (Pink) to Orcs
Player Group - Add Player 9 (Gray) to Orcs
Player Group - Add Player 10 (Light Blue) to Orcs
Player Group - Add Player 11 (Dark Green) to Orcs
Player Group - Add Player 12 (Brown) to Orcs
Player Group - Pick every player in Humans and do (Actions)
Loop - Actions
If (((Picked player) slot status) Equal to Is playing) then do (Create 1.Marine for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Player Group - Pick every player in Orcs and do (Actions)
Loop - Actions
If (((Picked player) slot status) Equal to Is playing) then do (Create 1.Marine for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Leaderboard - Create a leaderboard for (All players) titled Points
Player Group - Pick every player in (All players) and do (Remove (Picked player) from (Last created leaderboard).)
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Humans: and value 0
Leaderboard - Add Player 7 (Green) to (Last created leaderboard) with label Orcs: and value 0
Leaderboard - Show (Last created leaderboard)
Player Group - Pick every player in Humans and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Mensch <gen>)
Player Group - Pick every player in Orcs and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Orc <gen>)
Item - Make gg_item_I001_0012 Drop from Heroes upon death
Item - Make gg_item_I000_0013 Drop from Heroes upon death
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Flagge geklaut Mensch
Events
Unit - A unit enters Bring_the_Flag_here_Human <gen>
Conditions
(Item carried by (Entering unit) in slot 1) Equal to gg_item_I000_0013
Actions
Item - Move (Item carried by (Entering unit) in slot 1) to (Center of Zurueckbringen_Orc <gen>)
Set Variable Set Humanpoints = (Humanpoints + 1)
Game - Display to (All players) the text: (((Humans: + (String(Humanpoints))) + Points) + (( Orcs: + (String(Orcpoints))) + Points))
Flagge geklaut Orc
Events
Unit - A unit enters Bring_the_Flag_here_Orc <gen>
Conditions
(Item carried by (Entering unit) in slot 1) Equal to gg_item_I001_0012
Actions
Item - Move (Item carried by (Entering unit) in slot 1) to (Center of Zurueckbringen_Mensch <gen>)
Set Variable Set Orcpoints = (Orcpoints + 1)
Game - Display to (All players) the text: (((Humans: + (String(Humanpoints))) + Points) + (( Orcs: + (String(Orcpoints))) + Points))
Flagge gesavet Orc
Events
Unit - A unit enters Zurueckbringen_Orc <gen>
Conditions
(Item carried by (Entering unit) in slot 1) Equal to gg_item_I000_0013
Actions
Item - Move (Item carried by (Entering unit) in slot 1) to (Center of Zurueckbringen_Orc <gen>)
Game - Display to Orcs the text: Our Flag is save again.
Flagge gesavet Mensch
Events
Unit - A unit enters Zurueckbringen_Mensch <gen>
Conditions
(Item carried by (Entering unit) in slot 1) Equal to gg_item_I001_0012
Actions
Item - Move (Item carried by (Entering unit) in slot 1) to (Center of Zurueckbringen_Mensch <gen>)
Game - Display to Humans the text: Our Flag is save again.
Alarm01
Events
Unit - A unit enters Mensch <gen>
Conditions
(Owner of (Entering unit)) Equal to (Random player from Orcs)
Actions
Game - Display to Humans the text: Attention!!!An Orc has entered our Region!!!
Alarm02
Events
Unit - A unit enters Orc <gen>
Conditions
(Owner of (Entering unit)) Equal to (Random player from Humans)
Actions
Game - Display to Orcs the text: Attention!!!An Human has entered our Region!!!
Radar aus Orc
Events
Unit - Radar 0015 <gen> Dies
Conditions
Actions
Player Group - Pick every player in Orcs and do (Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across Orc <gen>)
Trigger - Turn off Alarm02 <gen>
Radar aus Mensch
Events
Unit - Radar 0014 <gen> Dies
Conditions
Actions
Player Group - Pick every player in Humans and do (Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across Mensch <gen>)
Trigger - Turn off Alarm01 <gen>
Flagge klauen Mensch
Events
Unit - A unit Acquires an item
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I000_0013
Actions
Game - Display to Humans the text: We got the Flag of the Orcs.Carry it to our Flag.
Game - Display to Orcs the text: The Humans Got our Flag!!!Try to bring it back.
Flagge klauen Orc
Events
Unit - A unit Acquires an item
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I001_0012
Actions
Game - Display to Humans the text: The Orcs got our Flag!!!Try to bring it back.
Game - Display to Orcs the text: We got the Flag of the Humans.Carry it to our Flag.
Orcs
Events
Unit - Barracks 0017 <gen> Sells a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Buying unit)) Equal to Player 7 (Green)
(Owner of (Buying unit)) Equal to Player 8 (Pink)
(Owner of (Buying unit)) Equal to Player 9 (Gray)
(Owner of (Buying unit)) Equal to Player 10 (Light Blue)
(Owner of (Buying unit)) Equal to Player 11 (Dark Green)
(Owner of (Buying unit)) Equal to Player 12 (Brown)
Actions
If ((Unit-type of (Sold unit)) Equal to Trooper) then do (Add 100 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
If ((Unit-type of (Sold unit)) Equal to Tank) then do (Add 500 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
If ((Unit-type of (Sold unit)) Equal to Medic) then do (Add 200 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
Unit - Remove (Sold unit) from the game
Game - Display to (All players controlled by a ((Owner of (Buying unit)) controller) player) the text: You only can buy orcish Units.
Humans
Events
Unit - Barracks 0016 <gen> Sells a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Buying unit)) Equal to Player 1 (Red)
(Owner of (Buying unit)) Equal to Player 2 (Blue)
(Owner of (Buying unit)) Equal to Player 3 (Teal)
(Owner of (Buying unit)) Equal to Player 4 (Purple)
(Owner of (Buying unit)) Equal to Player 5 (Yellow)
(Owner of (Buying unit)) Equal to Player 6 (Orange)
Actions
If ((Unit-type of (Sold unit)) Equal to Medic) then do (Add 200 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
If ((Unit-type of (Sold unit)) Equal to Tank) then do (Add 500 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
If ((Unit-type of (Sold unit)) Equal to Trooper) then do (Add 100 to (Owner of (Buying unit)).Current gold) else do (Do nothing)
Unit - Remove (Sold unit) from the game
Game - Display to (All players controlled by a ((Owner of (Buying unit)) controller) player) the text: You only can buy humanic Units.
Cages
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Cage
Actions
Unit - Create 1 . Alien for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Random point in (Playable map area))
Cave
Events
Time - Every 100.00 seconds of game time
Conditions
(Barrel of Explosives 0632 <gen> is alive) Equal to True
(Barrel of Explosives 0634 <gen> is alive) Equal to True
(Barrel of Explosives 0633 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 1 and 3) . Alien for Neutral Hostile at (Center of Cave <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Random point in (Playable map area))
Faesser
Events
Destructible - Barrel of Explosives 0632 <gen> dies
Destructible - Barrel of Explosives 0633 <gen> dies
Destructible - Barrel of Explosives 0634 <gen> dies
Conditions
Actions
Trigger - Turn off (This trigger)
Destructible - Kill Barrel of Explosives 0632 <gen>
Destructible - Kill Barrel of Explosives 0634 <gen>
Destructible - Kill Barrel of Explosives 0633 <gen>
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Felsen <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Make (Last created destructible) Invulnerable
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Felsen <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Make (Last created destructible) Invulnerable
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