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Triggers
chicken run 1.41.w3x
Variables
Game
Initialization
Demo
win plus 1
win minus 1
limits
every 001
start game
chic die
esc chic
dog tracepass
teleport
chic release
chic win
blind
mr
ms
Farmer win
camping
remove divi
camp
Players
used 4
used 5
used 2
used 3
used 7
used 8
used 9
player 2
player 3
player 4
player 5
player 7
player 8
player 9
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
asd
real
No
1.00
camp
real
No
farmer
real
No
mr
real
No
ms
real
No
shake
real
No
unpuase
real
No
win
real
No
Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable black mask
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Tweedle <gen>
Demo
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: Welcome to "Chicken Run"
Game - Display to (All players) the text:
Wait 1.00 seconds
Game - Display to (All players) the text: For the chickens to win one of them need to build a Flyig Machine
Wait 3.00 seconds
Game - Display to (All players) the text: For Mr and Mrs Tweedy to win they need to capture all the chickens
Wait 6.00 seconds
Camera - Set the camera bounds for Player 2 (Blue) to Safety <gen>
Camera - Set the camera bounds for Player 3 (Teal) to Safety <gen>
Camera - Set the camera bounds for Player 4 (Purple) to start <gen>
Camera - Set the camera bounds for Player 5 (Yellow) to start <gen>
Camera - Set the camera bounds for Player 7 (Green) to Safety <gen>
Camera - Set the camera bounds for Player 8 (Pink) to Safety <gen>
Camera - Set the camera bounds for Player 9 (Gray) to Safety <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Safety <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Safety <gen>
Game - Display to (All players) the text:
Game - Display to (All players) the text: This is a fast get away for chicken after they realesed from thier cages
Wait 2.00 seconds
Game - Display to (All players) the text: they will run here automaticly!!!
Game - Display to (All players) the text: Guard Dogs cant get here.
Wait 2.00 seconds
Game - Display to (All players) the text: Incase of camping the chickens will get a |cffffcc00BONUS DIVINE SHIELD!!!|r
Wait 5.00 seconds
Visibility - Create an initially Disabled visibility modifier for Player 5 (Yellow) emitting Visibility across Safety <gen>
Camera - Set the camera bounds for Player 2 (Blue) to Demo <gen>
Camera - Set the camera bounds for Player 3 (Teal) to Demo <gen>
Camera - Set the camera bounds for Player 4 (Purple) to start <gen>
Camera - Set the camera bounds for Player 5 (Yellow) to start <gen>
Camera - Set the camera bounds for Player 7 (Green) to Demo <gen>
Camera - Set the camera bounds for Player 8 (Pink) to Demo <gen>
Camera - Set the camera bounds for Player 9 (Gray) to Demo <gen>
Wait 0.05 seconds
Camera - Set the camera bounds for Player 2 (Blue) to (Initial camera bounds)
Camera - Set the camera bounds for Player 3 (Teal) to (Initial camera bounds)
Camera - Set the camera bounds for Player 4 (Purple) to (Initial camera bounds)
Camera - Set the camera bounds for Player 5 (Yellow) to (Initial camera bounds)
Camera - Set the camera bounds for Player 7 (Green) to (Initial camera bounds)
Camera - Set the camera bounds for Player 8 (Pink) to (Initial camera bounds)
Camera - Set the camera bounds for Player 9 (Gray) to (Initial camera bounds)
Set Variable Set unpuase = "1.00"
win plus 1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Flying Machine
Actions
Set Variable Set win = (win + 1)
win minus 1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Flying Machine
Actions
Set Variable Set win = (win - 1)
limits
Events
Map initialization
Conditions
Actions
Player - Limit training of Flying Machine to 1 for Player 2 (Blue)
Player - Limit training of Flying Machine to 1 for Player 3 (Teal)
Player - Limit training of Flying Machine to 1 for Player 7 (Green)
Player - Limit training of Flying Machine to 1 for Player 8 (Pink)
Player - Limit training of Flying Machine to 1 for Player 9 (Gray)
Player - Limit training of Haunted Gold Mine to 1 for Player 2 (Blue)
Player - Limit training of Haunted Gold Mine to 1 for Player 3 (Teal)
Player - Limit training of Haunted Gold Mine to 1 for Player 7 (Green)
Player - Limit training of Haunted Gold Mine to 1 for Player 8 (Pink)
Player - Limit training of Haunted Gold Mine to 1 for Player 9 (Gray)
every 001
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 400.00 of (Position of (Picked unit)).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Neutral Beastmaster - Summon Quilbeast .
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 400.00 of (Position of (Picked unit)).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Neutral Beastmaster - Summon Quilbeast .
start game
Events
Game - unpuase becomes Equal to 1.00
Conditions
Actions
Unit - Create 1 . Babs for Player 7 (Green) at (Center of Demo <gen>) facing Default building facing degrees
Unit - Create 1 . Fowler for Player 8 (Pink) at (Center of Demo <gen>) facing Default building facing degrees
Unit - Create 1 . Ginger for Player 2 (Blue) at (Center of Demo <gen>) facing Default building facing degrees
Unit - Create 1 . Bunty for Player 3 (Teal) at (Center of Demo <gen>) facing Default building facing degrees
Unit - Create 1 . Rocky for Player 9 (Gray) at (Center of Demo <gen>) facing Default building facing degrees
Unit - Create 1 . Ms. Tweedy for Player 5 (Yellow) at (Center of start <gen>) facing Default building facing degrees
Unit - Create 1 . Mr. Tweedy for Player 4 (Purple) at (Center of start <gen>) facing Default building facing degrees
chic die
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) is an illusion) Equal to False
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Bunty
(Unit-type of (Triggering unit)) Equal to Rocky
(Unit-type of (Triggering unit)) Equal to Babs
(Unit-type of (Triggering unit)) Equal to Fowler
(Unit-type of (Triggering unit)) Equal to Ginger
(Unit-type of (Triggering unit)) Equal to Flying Chicken
Actions
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Create 1 . Chicken Cage for (Owner of (Triggering unit)) at (Random point in Tweedle <gen>) facing (Random real number between 0 and 360.00) degrees
Set Variable Set farmer = (farmer + 1)
esc chic
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dummy
Actions
Unit - Add Ghost to (Triggering unit)
Wait 5.00 seconds
Unit - Remove Ghost from (Triggering unit)
dog tracepass
Events
Unit - A unit enters Safety <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Guard Dog (Level 1)
Actions
Unit - Explode (Triggering unit) .
teleport
Events
Unit - A unit comes within 100.00 of Circle of Power 0000 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Guard Dog (Level 1)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
asd Equal to 1.00
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Home1 <gen>)
Camera - Set the camera bounds for (Owner of (Triggering unit)) to Home1 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
asd Equal to 2.00
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Home2 <gen>)
Camera - Set the camera bounds for (Owner of (Triggering unit)) to Home2 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
asd Equal to 3.00
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Home3 <gen>)
Camera - Set the camera bounds for (Owner of (Triggering unit)) to Home3 <gen>
Else - Actions
Do nothing
Wait 0.10 seconds
Camera - Set the camera bounds for (Owner of (Triggering unit)) to (Initial camera bounds)
Set Variable Set asd = (asd + 1)
If (asd Greater than 3.00) then do (Set VariableSet asd = "1.00") else do (Do nothing)
chic release
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Chicken Cage
Actions
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 - Create 1 . Ginger for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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 - Create 1 . Bunty for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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 - Create 1 . Babs for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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 - Create 1 . Fowler for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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 - Create 1 . Rocky for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
Set Variable Set farmer = (farmer - 1)
Set Variable Set camp = "1.00"
Unit - Order (Last created unit) to Move To . (Position of Circle of Power 0000 <gen>)
chic win
Events
Game - win becomes Greater than 0.00
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: YOU LOST TO A BUNCH OF CHICKENS!!!!!!!!!
Game - Defeat Player 5 (Yellow) with the message: YOU LOST TO A BUNCH OF CHICKENS!!!!!!!!!
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
blind
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shake
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Mr. Tweedy
Then - Actions
Unit - Replace (Target unit of ability being cast) with a Mr. Tweedy no sight using The old unit's relative life and mana
Wait 8.00 seconds
Set Variable Set mr = "1.00"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Ms. Tweedy
Then - Actions
Unit - Replace (Target unit of ability being cast) with a Ms. Tweedy no sight using The old unit's relative life and mana
Wait 8.00 seconds
Set Variable Set ms = "1.00"
Else - Actions
Do nothing
mr
Events
Game - mr becomes Equal to 1.00
Conditions
Actions
Unit Group - Pick every unit in (Units of type Mr. Tweedy no sight) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Mr. Tweedy using The old unit's relative life and mana
Set Variable Set mr = "0.00"
ms
Events
Game - ms becomes Equal to 1.00
Conditions
Actions
Unit Group - Pick every unit in (Units of type Ms. Tweedy no sight) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Ms. Tweedy using The old unit's relative life and mana
Set Variable Set ms = "0.00"
Farmer win
Events
Game - farmer becomes Equal to 5.00
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: YOU LOST, WHAT A CHICKEN!!!!!!!!!
Game - Defeat Player 3 (Teal) with the message: YOU LOST, WHAT A CHICKEN!!!!!!!!!
Game - Defeat Player 7 (Green) with the message: YOU LOST, WHAT A CHICKEN!!!!!!!!!
Game - Defeat Player 8 (Pink) with the message: YOU LOST, WHAT A CHICKEN!!!!!!!!!
Game - Defeat Player 9 (Gray) with the message: YOU LOST, WHAT A CHICKEN!!!!!!!!!
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
camping
Events
Unit - A unit enters restrick <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in restrick <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
camp Equal to 0.00
Or - Any (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Mr. Tweedy
(Unit-type of (Picked unit)) Equal to Ms. Tweedy
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Babs
(Unit-type of (Triggering unit)) Equal to Bunty
(Unit-type of (Triggering unit)) Equal to Fowler
(Unit-type of (Triggering unit)) Equal to Ginger
(Unit-type of (Triggering unit)) Equal to Rocky
Then - Actions
Set Variable Set camp = "1.00"
Game - Display to (All players) the text: |cffffcc00BONUS DIVINE SHIELD BECAUSE OF CAMPING SO DONT CAMP!!!|r
Unit - Add Divine Shield Bonus to (Triggering unit)
Unit - Order (Triggering unit) to Human Paladin - Activate Divine Shield .
Else - Actions
Do nothing
remove divi
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Divine Shield Bonus
Actions
Wait 20.00 seconds
Unit - Remove Divine Shield Bonus from (Triggering unit)
camp
Events
Game - camp becomes Equal to 1.00
Conditions
Actions
Wait 70.00 seconds
Set Variable Set camp = "0.00"
used 4
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
used 5
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
used 2
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
used 3
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
used 7
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
used 8
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
used 9
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 9 (Gray) units with his/her allies
player 2
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
player 3
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
player 4
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
player 5
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
player 7
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
player 8
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
player 9
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 9 (Gray) units with his/her allies
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