Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
City Siege v1.8beta.w3x
Variables
Initialization
groups
alkukaanto1ja2
credits
siege
Melee Initialization
cinematic
cinematic2
fallen priest kill
fallen priest visible
fallen priest death
music
time
hints
hints
hints Copy
leavers
text
text Copy
text Copy 2
text Copy 3
text Copy 4
text Copy 5
text Copy 6
text Copy 7
text Copy 8
text Copy 9
text Copy 10
text Copy 11
leave red
leave red Copy
leave red Copy 2
leave red Copy 4
leave red Copy 5
leave red Copy 6
leave red Copy 7
leave red Copy 8
leave red Copy 9
leave red Copy 10
leave red Copy 11
kills
leather kills 2
brown
Heros
draw bow human
draw sword human
draw bow orc
draw sword orc
orc gold and lumb
gold and lumber
gates
outer gates in city
close outer
close inner
inner gates city
citadel gates
close citadel
close cave
cave gate
cave
in
out
human units
archer footy
Reinforcements
Countdown
victory
human
orc
siege ladders
siege1
siege1 Copy
siege1 Copy 2
siege1 Copy 3
siege1 Copy 4
siege1 Copy 5
siege1 Copy 6
siege1 Copy 6 Copy
siege 1 units
siege 1 units Copy 7
siege 1 units Copy
siege 1 units Copy 2
siege 1 units Copy 3
siege 1 units Copy 4
siege 1 units Copy 5
siege 1 units Copy 6
siege death
siege death1
siege death1 Copy
siege death1 Copy 2
siege death1 Copy 3
siege death1 Copy 4
siege death1 Copy 5
siege death1 Copy 6
siege death1 Copy 7
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
hintstimer
timer
No
humans
force
No
orcs
force
No
Player1_Kills
integer
Yes
reinforcements
timer
No
reinforcementswindow
timerdialog
No
groups
Events
Map initialization
Conditions
Actions
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 humans
Player Group - Add Player 8 (Pink) to humans
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
alkukaanto1ja2
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in alkukaanto1 <gen>) and do (Move (Picked unit) instantly to (Position of (Picked unit)), facing Default building facing degrees)
Unit Group - Pick every unit in (Units in alkukaanto2 <gen>) and do (Move (Picked unit) instantly to (Position of (Picked unit)), facing 90.00 degrees)
credits
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: Credits for models go to olofmoleman, General Frank and Elenai for models (there were someone else who i cant remember or find name anywhere..).
siege
Events
Map initialization
Conditions
Actions
Trigger - Turn off siege_1_units <gen>
Trigger - Turn off siege_1_units_Copy_2 <gen>
Trigger - Turn off siege_1_units_Copy_3 <gen>
Trigger - Turn off siege_1_units_Copy_4 <gen>
Trigger - Turn off siege_1_units_Copy_5 <gen>
Trigger - Turn off siege_1_units_Copy_6 <gen>
Trigger - Turn off siege_1_units_Copy_7 <gen>
Trigger - Turn off siege_1_units_Copy <gen>
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Hero - Create Potion of Greater Healing and give it to Human Liutnant 0740 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant Ranger 0739 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant 0744 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant 0745 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant Ranger 0741 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant 0742 <gen>
Hero - Create Potion of Greater Healing and give it to Human Liutnant Ranger 0743 <gen>
Hero - Create Potion of Greater Healing and give it to Orc Clan Chieftain 0731 <gen>
Hero - Create Potion of Greater Healing and give it to Orc Clan Chieftain 0732 <gen>
Hero - Create Potion of Greater Healing and give it to Orc Clan Chieftain 0733 <gen>
Hero - Create Potion of Greater Healing and give it to Orc Clan Chieftain 0734 <gen>
cinematic
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in cinematic <gen>) and do (Pick every unit in (Units in (Playable map area)) and do (Pause (Picked unit)))
Cinematic - Turn cinematic mode On for (All players)
Unit Group - Pick every unit in (Units in Region_038 <gen>) and do (Remove (Picked unit) from the game)
Cinematic - Disable user control for (All players) .
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_001 for (Picked player) over 1.00 seconds)
Cinematic - Send transmission to (All players) from Fallen Priest 0735 <gen> named Human Spy : Play No sound and display Orcs everywhere!! I think u should.... WTF?! . Modify duration: Add 2.00 seconds and Wait
Wait 1.50 seconds
Cinematic - Send transmission to (All players) from Orc Axeman 0556 <gen> named Orc : Play No sound and display Spies! . Modify duration: Add 0.80 seconds and Wait
Wait 0.40 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_002 for (Picked player) over 1.00 seconds)
Cinematic - Send transmission to (All players) from Orc Clan Chieftain 0736 <gen> named Orc ClanChieftain : Play No sound and display Now we gona crush those pathetic humans....... . Modify duration: Add 2.00 seconds and Wait
Wait 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unpause (Picked unit))
Unit Group - Pick every unit in (Units in cinematic2 <gen>) and do (Remove (Picked unit) from the game)
cinematic2
Events
Unit - A unit enters let_them_come <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_003 for (Picked player) over 1.00 seconds)
Cinematic - Disable user control for (All players) .
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Human Liutnant 0740 <gen> named Human Liutnant : Play helms_theodin___let_them_come_1sec_louder <gen> and display Let them come! . Modify duration: Add 0.80 seconds and Wait
Wait 0.80 seconds
Cinematic - Enable user control for (All players) .
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
fallen priest kill
Events
Time - Elapsed game time is 6.00 seconds
Conditions
Actions
Unit - Unpause Orc Axeman 0556 <gen>
Unit - Order Orc Axeman 0556 <gen> to Attack . Fallen Priest 0735 <gen>
fallen priest visible
Events
Time - Elapsed game time is 7.90 seconds
Conditions
Actions
Unit - Remove Invulnerable (Neutral) from Fallen Priest 0735 <gen>
fallen priest death
Events
Unit - Fallen Priest 0735 <gen> Is attacked
Conditions
Actions
Unit - Kill (Attacked unit)
music
Events
Map initialization
Conditions
Actions
Sound - Play Comradeship <gen>
time
Events
Conditions
Actions
Game - Set the time of day to 24.00
Game - Set time of day speed to 0.00 % of the default speed
hints
Events
Time - Elapsed game time is 20.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Hint 1 of 8: It's good for Orcs to make elites in the beginning (Elite Orcs mostly, Shamans and spearmen after those).
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 2 of 8: If a siege ladder comes into position, it's a good idea to get at least 1 hero there.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 3 of 8: Never make too much units at a time. They will be stuck.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 4 of 8: Use Trolls or elites as first units when u go trough a broken gate.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 5 of 8: If it looks like Your archers on the walls are being killed, fall back!
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 6 of 8: Use knights on 2nd level of city if You have only like 24 footies behind the gate.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 7 of 8: To make spearthrowers effective, You must have some other units (that are quite resistant to fire) that are taking the most of the fire.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 8 of 8: Make Your Footmen defend, it helps alot.
Countdown Timer - Start hintstimer as a One-shot timer that will expire in 30 seconds
hints Copy
Events
Time - hintstimer expires
Conditions
Actions
Game - Display to (All players) the text: Hint 1 of 8: It's good for Orcs to make elites in the beginning (Elite Orcs mostly, Shamans and spearmen after those).
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 2 of 8: If a siege ladder comes into position, it's a good idea to get at least 1 hero there.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 3 of 8: Never make too much units at a time. They will be stuck.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 4 of 8: Use Trolls or elites as first units when u go trough a broken gate.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 5 of 8: If it looks like Your archers on the walls are being killed, fall back!
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 6 of 8: Use knights on 2nd level of city if You have only like 24 footies behind the gate.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 7 of 8: To make spearthrowers effective, You must have some other units (that are quite resistant to fire) that are taking the most of the fire.
Wait 30.00 seconds
Game - Display to (All players) the text: Hint 8 of 8: Make Your Footmen defend, it helps alot.
Countdown Timer - Start hintstimer as a One-shot timer that will expire in 30 seconds
text
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 2
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 3
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 4
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 5
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 6
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 7
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 8
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 9
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
text Copy 10
Events
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.)
text Copy 11
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
leave red
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
leave red Copy
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 11 (Dark Green) units with his/her allies
leave red Copy 2
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 12 (Brown) units with his/her allies
leave red Copy 4
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
leave red Copy 5
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
leave red Copy 6
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
leave red Copy 7
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
leave red Copy 8
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
leave red Copy 9
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
leave red Copy 10
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
leave red Copy 11
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
leather kills 2
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
For each (Integer A) from 1 to 7 , do (Set VariableSet Player1_Kills[(Integer A)] = "0")
Leaderboard - Create a leaderboard for (All players) titled Units Killed:
Player Group - Pick every player in Player Group - Player 2 (Blue) and do (Add Player 2 (Blue) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 3 (Teal) and do (Add Player 3 (Teal) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 4 (Purple) and do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 5 (Yellow) and do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 6 (Orange) and do (Add Player 6 (Orange) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 7 (Green) and do (Add Player 7 (Green) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 9 (Gray) and do (Add Player 9 (Gray) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 1 (Red) and do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 10 (Light Blue) and do (Add Player 10 (Light Blue) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 11 (Dark Green) and do (Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Player Group - Pick every player in Player Group - Player 12 (Brown) and do (Add Player 12 (Brown) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
Leaderboard - Show (Last created leaderboard)
brown
Events
Unit - A unit Dies
Conditions
Actions
Set Variable Set Player1_Kills[(Player number of (Owner of (Killing unit)))] = (Player1_Kills[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Player1_Kills[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
draw bow human
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Casting unit)) Equal to Human Liutnant
(Ability being cast) Equal to Draw bow
Actions
Unit - Replace (Casting unit) with a Human Liutnant Ranger using The old unit's life and mana
draw sword human
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Draw sword
(Unit-type of (Casting unit)) Equal to Human Liutnant Ranger
Actions
Unit - Replace (Casting unit) with a Human Liutnant using The old unit's life and mana
draw bow orc
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Casting unit)) Equal to Orc Clan Chieftain
(Ability being cast) Equal to Draw bow
Actions
Unit - Replace (Casting unit) with a Clan Chieftain Ranger using The old unit's life and mana
draw sword orc
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Casting unit)) Equal to Clan Chieftain Ranger
(Ability being cast) Equal to Draw sword
Actions
Unit - Replace (Casting unit) with a Orc Clan Chieftain using The old unit's life and mana
gold and lumber
Events
Time - Every 90.00 seconds of game time
Conditions
Actions
Player - Add 10 to Player 9 (Gray) . Current lumber
Player - Add 10 to Player 10 (Light Blue) . Current lumber
Player - Add 10 to Player 11 (Dark Green) . Current lumber
Player - Add 10 to Player 12 (Brown) . Current lumber
Player - Add 10 to Player 9 (Gray) . Current gold
Player - Add 10 to Player 10 (Light Blue) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 12 (Brown) . Current gold
outer gates in city
Events
Player - Player 1 (Red) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open city1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0002 <gen>
Destructible - Open Iron Gate 0003 <gen>
close outer
Events
Player - Player 1 (Red) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close city1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0002 <gen>
Destructible - Close Iron Gate 0003 <gen>
close inner
Events
Player - Player 1 (Red) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close city2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close
Destructible - Close
inner gates city
Events
Player - Player 1 (Red) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open city2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open
Destructible - Open
citadel gates
Events
Player - Player 1 (Red) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open citadel (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0005 <gen>
Destructible - Open Gate 0004 <gen>
close citadel
Events
Player - Player 1 (Red) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close citadel (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0004 <gen>
Destructible - Close Gate 0005 <gen>
close cave
Events
Player - Player 1 (Red) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close cave (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0616 <gen>
cave gate
Events
Player - Player 1 (Red) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open cave (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0616 <gen>
in
Events
Unit - A unit enters sisl_ulkopuolelt <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of luola_sis <gen>)
out
Events
Unit - A unit enters luola_ulos <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of ulos_ulkopuolelt <gen>)
archer footy
Events
Time - Every 120.00 seconds of game time
Conditions
(Life of Castle 0012 <gen>) Greater than or equal to 1.00
Actions
Unit - Create 1 . Archer for Player 1 (Red) at (Center of spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 2 (Blue) at (Center of blue_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 3 (Teal) at (Center of teal_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of purple_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 5 (Yellow) at (Center of yellow_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 6 (Orange) at (Center of orange_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Archer for Player 7 (Green) at (Center of green_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Center of spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of blue_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 3 (Teal) at (Center of teal_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 4 (Purple) at (Center of purple_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 5 (Yellow) at (Center of yellow_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Center of orange_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 7 (Green) at (Center of green_spawn <gen>) facing Default building facing degrees
Countdown
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Start reinforcements as a One-shot timer that will expire in 2400.00 seconds
Countdown Timer - Create a timer window for reinforcements with title Reinforcements Arrive:
Set Variable Set reinforcementswindow = (Last created timer window)
Countdown Timer - Show reinforcementswindow
human
Events
Time - reinforcements expires
Conditions
Actions
Game - Display to (All players) the text: The Orcs get slain by the Humen's reinforcements.
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You suck!
Game - Defeat Player 10 (Light Blue) with the message: You suck!
Game - Defeat Player 11 (Dark Green) with the message: You suck!
Game - Defeat Player 12 (Brown) with the message: You suck!
orc
Events
Unit - Castle 0012 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Orcs kill all the Humen before the reinforcements arrive. The city of al-Kamresh is later called al-Gurba (The Orcs Lair).
Wait 10.00 seconds
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You suck!
Game - Defeat Player 2 (Blue) with the message: You suck!
Game - Defeat Player 3 (Teal) with the message: You suck!
Game - Defeat Player 4 (Purple) with the message: You suck!
Game - Defeat Player 5 (Yellow) with the message: You suck!
Game - Defeat Player 6 (Orange) with the message: You suck!
Game - Defeat Player 7 (Green) with the message: You suck!
siege1
Events
Unit - A unit enters siege1_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Unit - Move (Triggering unit) instantly to (Center of siege1_ladder <gen>)
Unit - Pause (Triggering unit)
Trigger - Turn on siege_1_units <gen>
Trigger - Turn off (This trigger)
siege1 Copy
Events
Unit - A unit enters siege2_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege2_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 2
Events
Unit - A unit enters siege3_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_2 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege3_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 3
Events
Unit - A unit enters siege4_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_3 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege4_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 4
Events
Unit - A unit enters siege5_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_4 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege5_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 5
Events
Unit - A unit enters siege6_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_5 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege6_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 6
Events
Unit - A unit enters siege7_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_6 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege7_ladder <gen>)
Trigger - Turn off (This trigger)
siege1 Copy 6 Copy
Events
Unit - A unit enters siege8_ladder <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Siege Ladder
Actions
Trigger - Turn on siege_1_units_Copy_7 <gen>
Unit - Pause (Triggering unit)
Unit - Move (Triggering unit) instantly to (Center of siege8_ladder <gen>)
Trigger - Turn off (This trigger)
siege 1 units
Events
Unit - A unit enters siege1_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege1_inside <gen>)
siege 1 units Copy 7
Events
Unit - A unit enters siege8_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege8_inside <gen>)
siege 1 units Copy
Events
Unit - A unit enters siege2_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege2_inside <gen>)
siege 1 units Copy 2
Events
Unit - A unit enters siege3_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege3_inside <gen>)
siege 1 units Copy 3
Events
Unit - A unit enters siege4_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege4_inside <gen>)
siege 1 units Copy 4
Events
Unit - A unit enters siege5_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege5_inside <gen>)
siege 1 units Copy 5
Events
Unit - A unit enters siege6_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege6_inside <gen>)
siege 1 units Copy 6
Events
Unit - A unit enters siege7_units <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Siege Ladder
(Unit-type of (Triggering unit)) Not equal to Ram
(Unit-type of (Triggering unit)) Not equal to Troll
Actions
Unit - Move (Triggering unit) instantly to (Center of siege7_inside <gen>)
siege death1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege1_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units <gen>
siege death1 Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege2_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy <gen>
siege death1 Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege3_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy_2 <gen>
siege death1 Copy 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege4_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy_3 <gen>
siege death1 Copy 4
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege5_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy_4 <gen>
siege death1 Copy 5
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege6_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy_5 <gen>
siege death1 Copy 6
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege7_ladder <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn off siege_1_units_Copy_6 <gen>
siege death1 Copy 7
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Ladder
(siege8_ladder <gen> contains (Triggering unit)) Equal to True
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.