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Triggers
ContainmentProtocolsVer.1.5.w3x
Variables
Initialization
Bounty
Guards
Special Forces
Doors
Open
Close
Guards
Money
Special Forces res
Jail
Rescued
Jail break
Flood
Flood
unlimited number Brown
unlimited number Dark Green
Victory Conditions
Flood victory
Special Forces Victory
Guards victory
Timer
Timer Started
Timer Window
Pinging map
Ping Log
Ping exit
Ping for Guards
Ping flood for guards
Flood Escaped
Special Forces log
Quests
Quest1
Players absent
red leaves
red absent
blue leaves
blue absent
teal leaves
teal absent
purple leaves
purple absent
yellow leaves
yellow absent
orange leaves
orange absent
green leaves
green absent
pink leaves
pink absent
light blue leaves
light blue absent
dark green leaves
dark green absent
brown leaves
brown absent
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
FloodEscaped
integer
No
Jailed
real
No
numberofspecialforces
real
No
5.00
Timer
timer
No
TimerWindow
timerdialog
No
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 12 (Brown)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Guards
Events
Map initialization
Conditions
Actions
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Special Forces
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Comando for Player 2 (Blue) at (Random point in Exit <gen>) facing Default building facing degrees
Unit - Create 1 . Comando for Player 4 (Purple) at (Random point in Exit <gen>) facing Default building facing degrees
Unit - Create 1 . Comando for Player 6 (Orange) at (Random point in Exit <gen>) facing Default building facing degrees
Unit - Create 1 . Comando for Player 8 (Pink) at (Random point in Exit <gen>) facing Default building facing degrees
Unit - Create 1 . Comando for Player 10 (Light Blue) at (Random point in Exit <gen>) facing Default building facing degrees
Open
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Open Door
Actions
Destructible - Open (Target destructible of ability being cast)
Close
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Close Door
Actions
Destructible - Pick every destructible within 150.00 of (Target point of ability being cast) and do (Close (Picked destructible))
Money
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Jail
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
(Owner of (Dying unit)) Equal to Player 8 (Pink)
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Captured Commando (Male 2) for (Owner of (Dying unit)) at (Center of Jail <gen>) facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: One of the Commandos have been captured!
Set Variable Set Jailed = (Jailed + 1)
Destructible - Close Demonic Gate 0205 <gen>
Rescued
Events
Unit - A unit enters Front_of_jail <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Entering unit)) Not equal to Captured Commando (Male 2)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Random unit from (Units in Jail <gen> owned by Player 2 (Blue)))) Equal to Captured Commando (Male 2)
Then - Actions
Hero - Instantly revive (Random unit from (Units owned by Player 2 (Blue) matching ((Unit-type of (Matching unit)) Not equal to Captured Commando (Male 2)).)) at (Center of Jail <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Random unit from (Units in Jail <gen> owned by Player 4 (Purple)))) Equal to Captured Commando (Male 2)
Then - Actions
Hero - Instantly revive (Random unit from (Units owned by Player 4 (Purple) matching ((Unit-type of (Matching unit)) Not equal to Captured Commando (Male 2)).)) at (Center of Jail <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Random unit from (Units in Jail <gen> owned by Player 6 (Orange)))) Equal to Captured Commando (Male 2)
Then - Actions
Hero - Instantly revive (Random unit from (Units owned by Player 6 (Orange) matching ((Unit-type of (Matching unit)) Not equal to Captured Commando (Male 2)).)) at (Center of Jail <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Random unit from (Units in Jail <gen> owned by Player 8 (Pink)))) Equal to Captured Commando (Male 2)
Then - Actions
Hero - Instantly revive (Random unit from (Units owned by Player 8 (Pink) matching ((Unit-type of (Matching unit)) Not equal to Captured Commando (Male 2)).)) at (Center of Jail <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Random unit from (Units in Jail <gen> owned by Player 10 (Light Blue)))) Equal to Captured Commando (Male 2)
Then - Actions
Hero - Instantly revive (Random unit from (Units owned by Player 10 (Light Blue) matching ((Unit-type of (Matching unit)) Not equal to Captured Commando (Male 2)).)) at (Center of Jail <gen>) , Hide revival graphics
Else - Actions
Set Variable Set Jailed = "0.00"
Wait 1.00 game-time seconds
Destructible - Open Demonic Gate 0205 <gen>
Unit Group - Pick every unit in (Units of type Captured Commando (Male 2)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Jail break
Events
Game - Jailed becomes Equal to 5.00
Conditions
Actions
Wait 10.00 game-time seconds
Unit Group - Pick every unit in (Units in Jail <gen>) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Hero - Instantly revive (Random unit from (Units owned by Player 2 (Blue).)) at (Center of Jail <gen>) , Hide revival graphics
Hero - Instantly revive (Random unit from (Units owned by Player 4 (Purple).)) at (Center of Jail <gen>) , Hide revival graphics
Hero - Instantly revive (Random unit from (Units owned by Player 6 (Orange).)) at (Center of Jail <gen>) , Hide revival graphics
Hero - Instantly revive (Random unit from (Units owned by Player 8 (Pink).)) at (Center of Jail <gen>) , Hide revival graphics
Hero - Instantly revive (Random unit from (Units owned by Player 10 (Light Blue).)) at (Center of Jail <gen>) , Hide revival graphics
Destructible - Destroy Demonic Gate 0205 <gen>
Set Variable Set Jailed = "0.00"
Flood
Events
Unit - A unit enters Exit <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Infection Form
Actions
Set Variable Set FloodEscaped = (FloodEscaped + 1)
unlimited number Brown
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Equal to 0
Actions
Unit - Create 5 . Infected Form for Player 12 (Brown) at (Center of Flood_Right <gen>) facing Default building facing degrees
unlimited number Dark Green
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Number of units in (Units in (Playable map area) owned by Player 11 (Dark Green))) Equal to 0
Actions
Unit - Create 5 . Infected Form for Player 11 (Dark Green) at (Center of Flood_Left <gen>) facing Default building facing degrees
Flood victory
Events
Unit - A unit enters Exit <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Infection Form
FloodEscaped Equal to 9
Actions
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: The Flood have escaped!!!
Game - Defeat Player 2 (Blue) with the message: The Flood have escaped!!!
Game - Defeat Player 3 (Teal) with the message: The Flood have escaped!!!
Game - Defeat Player 4 (Purple) with the message: The Flood have escaped!!!
Game - Defeat Player 5 (Yellow) with the message: The Flood have escaped!!!
Game - Defeat Player 6 (Orange) with the message: The Flood have escaped!!!
Game - Defeat Player 7 (Green) with the message: The Flood have escaped!!!
Game - Defeat Player 8 (Pink) with the message: The Flood have escaped!!!
Game - Defeat Player 10 (Light Blue) with the message: The Flood have escaped!!!
Game - Defeat Player 9 (Gray) with the message: The Flood have escaped!!!
Special Forces Victory
Events
Unit - A unit enters Exit <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
gg_item_I000_0289 Equal to (Item carried by (Entering unit) of type Experiment Log)
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: The log has been stolen!!!
Game - Defeat Player 3 (Teal) with the message: The log has been stolen!!!
Game - Defeat Player 5 (Yellow) with the message: The log has been stolen!!!
Game - Defeat Player 7 (Green) with the message: The log has been stolen!!!
Game - Defeat Player 9 (Gray) with the message: The log has been stolen!!!
Game - Defeat Player 11 (Dark Green) with the message: The log has been stolen!!!
Game - Defeat Player 12 (Brown) with the message: The log has been stolen!!!
Guards victory
Events
Time - Timer expires
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 4 (Purple) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 6 (Orange) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 8 (Pink) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 10 (Light Blue) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 11 (Dark Green) with the message: The Guards reinforcements arrive and secure the location.
Game - Defeat Player 12 (Brown) with the message: The Guards reinforcements arrive and secure the location.
Timer Started
Events
Map initialization
Conditions
Actions
Countdown Timer - Start Timer as a One-shot timer that will expire in 1801.00 seconds
Timer Window
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Guards win in:
Ping Log
Events
Time - Every 180.00 seconds of game time
Conditions
(Random item in Log <gen>) Equal to gg_item_I000_0289
Actions
Cinematic - Ping minimap for (All allies of Player 2 (Blue).) at (Center of Log <gen>) for 15.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All allies of Player 2 (Blue).) for 15.00 seconds the text: This is the location of the log, bring it back here and you will have succeded in your mission.
Ping exit
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Cinematic - Ping minimap for (All allies of Player 11 (Dark Green).) at (Center of Exit <gen>) for 15.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All allies of Player 11 (Dark Green).) for 15.00 seconds the text: This is the location of the exit. Bring 10 infection forms to the exit to win.
Ping for Guards
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Cinematic - Ping minimap for (All allies of Player 1 (Red).) at (Center of Log <gen>) for 15.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All allies of Player 1 (Red).) for 15.00 seconds the text: This is the location of the log. Stop the special Forces from taking the log back to the exit till time runs out.
Ping flood for guards
Events
Time - Every 195.00 seconds of game time
Conditions
Actions
Cinematic - Ping minimap for (All allies of Player 1 (Red).) at (Center of Flood_Left <gen>) for 15.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Cinematic - Ping minimap for (All allies of Player 1 (Red).) at (Center of Flood_Right <gen>) for 15.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All allies of Player 1 (Red).) for 15.00 seconds the text: This is the location of the Flood. Stop the Flood from reaching the exit untill the time runs out.
Flood Escaped
Events
Unit - A unit enters halfway_point <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)
Actions
Cinematic - Ping minimap for (All enemies of Player 12 (Brown).) at (Center of halfway_point <gen>) for 15.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Game - Display to (All enemies of Player 12 (Brown).) for 15.00 seconds the text: The Flood have reached the half way point. Do not let them escape!!
Trigger - Turn off Ping_flood_for_guards <gen>
Trigger - Turn off (This trigger)
Special Forces log
Events
Unit - A unit Acquires an item
Conditions
(Item being manipulated) Equal to gg_item_I000_0289
Actions
Cinematic - Ping minimap for (All enemies of Player 2 (Blue).) at (Center of Log <gen>) for 15.00 seconds, using a Warning ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All enemies of Player 2 (Blue).) for 15.00 seconds the text: The Speical Forces team have the log. Do not let them escape!!!
Quest1
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Flood with the description As the Flood, your goal is to escape the installation. While the Flood can not build units they create more units useing infection forms and corpses. Hints:If you find yourself short of units you can find scienist on the sides of the map.Make sure to create some carrier forms so that you always have some infection forms.Use the jump ability to close with the enemy.Don't ignore the Special Forces, if they win you lose. , using icon path ReplaceableTextures\CommandButtons\BTNZergling.blp
Quest - Create a Required quest titled Guards with the description The guards have the hardest task of all, they have to stop the other groups. However the guards can make units and upgrade their units.Hints:Be sure to locate bottle necks and hold themPlace security cameras to see sneaking special forcesUpgrading is a good idea.You can repair doors by using the repair door abillity.Individual your units start out the weakest, get lots of them.You get money from kills and in time.The begining is the best time to try and stop the Special Forces.The Flood take some time to gain momentum, see if you can try and stop them early on. , using icon path ReplaceableTextures\CommandButtons\BTNHumanCaptureFlag.blp
Quest - Create a Required quest titled Special Forces with the description As a special forces team, your goal is to retreive documents that describe the nature of this facillity, and return to the exit with them.When you die you are captured and you must be freed by your allies. Hints:Use sneak.You can be spoted while sneaking by security cameras and infection forms.Try and stick together.Don't ignore the flood, if they win you lose.Once all of you are captured you will be revived again.You can free your fellow commandos by walking in front of the jail. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Other Stuff with the description Be Warned: this map my not be balanced as this is only a test.If you feel it is not balanced please wisper WarriorofD. and tell him what the problem is or try and fix it yourself. If you change this map yourself that you make the balanceing fairer, not cheaper. If you do fix a problem with my map please add your name to the credits quest.-General_Store , using icon path ReplaceableTextures\CommandButtons\BTNPenguin.blp
Quest - Create a Optional quest titled Credits with the description The people who helped make this map are (besides me,General_Store) are:WarriorofD.Testers:Star_magicianOsh2CrofWooden_SpringSnake Lohendrk_frenchfrykilla_U_Dark.Redclo-sedBringDoomKnight22KnightRider28StradsDerridisTheRowandetenoxdemonscwcxAngelInhellIllIdarCrothsasnaSacred(b)mirolku(sorry if I messed up your names and thanks for all your help) , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
red leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 1 (Red) treat (All allies of Player 1 (Red).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 1 (Red) has left the game. (Guards)
red absent
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 1 (Red) treat Player Group - Player 3 (Teal) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 1 (Red) treat Player Group - Player 5 (Yellow) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 1 (Red) treat Player Group - Player 7 (Green) as an Ally with shared vision and full shared units
blue leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 2 (Blue) treat (All allies of Player 2 (Blue).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 2 (Blue) has left the game. (Special Forces)
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
blue absent
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 4 (Purple) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 8 (Pink) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 10 (Light Blue) as an Ally with shared vision and full shared units
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
teal leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 3 (Teal) treat (All allies of Player 3 (Teal).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 3 (Teal) has left the game. (Guards)
teal absent
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 3 (Teal) treat Player Group - Player 5 (Yellow) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 3 (Teal) treat Player Group - Player 1 (Red) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 3 (Teal) treat Player Group - Player 7 (Green) as an Ally with shared vision and full shared units
purple leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 4 (Purple) treat (All allies of Player 4 (Purple).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 4 (Purple) has left the game. (Special Forces)
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
purple absent
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 4 (Purple) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 4 (Purple) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 4 (Purple) treat Player Group - Player 8 (Pink) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 4 (Purple) treat Player Group - Player 10 (Light Blue) as an Ally with shared vision and full shared units
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
yellow leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 5 (Yellow) treat (All allies of Player 5 (Yellow).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 5 (Yellow) has left the game. (Guards)
yellow absent
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 5 (Yellow) treat Player Group - Player 3 (Teal) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 5 (Yellow) treat Player Group - Player 1 (Red) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 5 (Yellow) treat Player Group - Player 7 (Green) as an Ally with shared vision and full shared units
orange leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 6 (Orange) treat (All allies of Player 6 (Orange).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 6 (Orange) has left the game. (Special Forces)
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
orange absent
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 4 (Purple) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 8 (Pink) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 10 (Light Blue) as an Ally with shared vision and full shared units
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
green leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 7 (Green) treat (All allies of Player 7 (Green).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 7 (Green) has left the game. (Guards)
green absent
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 7 (Green) treat Player Group - Player 1 (Red) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 7 (Green) treat Player Group - Player 3 (Teal) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 7 (Green) treat Player Group - Player 5 (Yellow) as an Ally with shared vision and full shared units
pink leaves
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 8 (Pink) treat (All allies of Player 8 (Pink).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 8 (Pink) has left the game. (Special Forces)
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
pink absent
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 8 (Pink) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 8 (Pink) treat Player Group - Player 4 (Purple) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 8 (Pink) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 8 (Pink) treat Player Group - Player 10 (Light Blue) as an Ally with shared vision and full shared units
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
light blue leaves
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 10 (Light Blue) treat (All allies of Player 10 (Light Blue).) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 10 (Light Blue) has left the game. (Special Forces)
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
light blue absent
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 10 (Light Blue) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 10 (Light Blue) treat Player Group - Player 4 (Purple) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 10 (Light Blue) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 10 (Light Blue) treat Player Group - Player 8 (Pink) as an Ally with shared vision and full shared units
Set Variable Set numberofspecialforces = (numberofspecialforces - 1.00)
dark green leaves
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 11 (Dark Green) treat Player Group - Player 12 (Brown) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 11 (Dark Green) has left the game. (Flood)
dark green absent
Events
Map initialization
Conditions
(Player 11 (Dark Green) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 11 (Dark Green) treat Player Group - Player 12 (Brown) as an Ally with shared vision and full shared units
brown leaves
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Player Group - Make Player Group - Player 12 (Brown) treat Player Group - Player 11 (Dark Green) as an Ally with shared vision and full shared units
Game - Display to (All players) the text: Player 12 (Brown) has left the game. (Flood)
brown absent
Events
Map initialization
Conditions
(Player 12 (Brown) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 12 (Brown) treat Player Group - Player 11 (Dark Green) as an Ally with shared vision and full shared units
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