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Triggers
Creeps and Charmers [v1.1].w3x
Variables
Initialization
Melee Initialization
Create Charmers
Spawned Invuln
Kill those who go in bad place
Revive
Revive Charmers
Spawn
Spawn Units
Decrease Time Left
Leaderboard
Create
Update
Remove Leavers
Notify of Leavers
Victory
Win
Income
Two more points to win
Income
Control Charms
Untitled Trigger 001
Forest Keeper
Control
Drop Items
Destroy Items Copy
Earthquakes
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
Earthquake_Point
location
No
Game_Finished
integer
No
Left
integer
Yes
Objective
integer
No
5
Spawn_Rate
real
No
6.00
Spawn_Units
group
No
Two_More
integer
Yes
Winner
player
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Create Charmers
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Game - Display to (All players) the text: Wait...
For each (Integer A) from 1 to 11 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Set Variable Set Objective = (Objective + 1)
Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility from ((Player((Integer A))) start location) to a radius of 512 .
Special Effect - Create a special effect at ((Player((Integer A))) start location) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
Wait 0.50 seconds
Special Effect - Destroy (Last created special effect)
Unit - Create 1 . Charmer for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Unit - Make (Last created unit) Invulnerable
Unit - Pause all units
Wait 0.50 seconds
Special Effect - Destroy (Last created special effect)
Visibility - Destroy (Last created visibility modifier)
Else - Actions
Sound - Play TimeForKilling <gen>
Unit - Unpause all units
Unit Group - Pick every unit in (Units of type Trade Station) and do (Actions)
Loop - Actions
Cinematic - Ping minimap for (All players) at (Position of (Picked unit)) for 7.00 seconds, using a Simple ping of color ( 50.00 %, 100 %, 70.00 %)
Cinematic - Ping minimap for (All players) at (Position of (Picked unit)) for 7.00 seconds, using a Simple ping of color ( 50.00 %, 100 %, 70.00 %)
Cinematic - Ping minimap for (All players) at (Position of (Picked unit)) for 7.00 seconds, using a Simple ping of color ( 50.00 %, 100 %, 70.00 %)
Game - Display to (All players) the text: The Trade Stations are located here! Good luck!
Unit Group - Pick every unit in (Units of type Charmer) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Vulnerable
Spawned Invuln
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Spawnable <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Kill those who go in bad place
Events
Unit - A unit enters Spawnable <gen>
Conditions
(Owner of (Entering unit)) Not equal to Neutral Passive
Actions
Unit - Kill (Entering unit)
Revive Charmers
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Charmer
Actions
Game - Display to (All players) the text: (((Name of (Owner of (Dying unit))) + 's Charmer just got owned by ) + ((Name of (Owner of (Killing unit))) + ('s + (Name of (Killing unit)))))
Game - Display to (Player group((Owner of (Dying unit)))) the text: ((Your Charmer will be revived in + (String(((Hero level of (Dying unit)) x 10)))) + seconds!)
Wait ((Real((Hero level of (Dying unit)))) x 10.00) seconds
Hero - Instantly revive (Dying unit) at ((Player((Random integer number between 1 and 12))) start location) , Show revival graphics
Wait 0.10 seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Position of (Dying unit)) over 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Dying unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Remove (Dying unit) from the game
Else - Actions
Spawn Units
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Unit - Create 2 . (Unit-type of (Random unit from (Units in Spawnable <gen> owned by Neutral Passive))) for Player 12 (Brown) at (Random point in (Playable map area)) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to 360
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit Group - Order (Last created unit group) to Patrol To . (Random point in (Playable map area))
Unit - Create 2 . (Unit-type of (Random unit from (Units in Spawnable <gen> owned by Neutral Passive))) for Player 12 (Brown) at (Random point in (Playable map area)) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to 360
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit Group - Order (Last created unit group) to Patrol To . (Random point in (Playable map area))
Unit - Create 2 . (Unit-type of (Random unit from (Units in Spawnable <gen> owned by Neutral Passive))) for Player 12 (Brown) at (Random point in (Playable map area)) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to 360
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit Group - Order (Last created unit group) to Patrol To . (Random point in (Playable map area))
Decrease Time Left
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Greater than 0
Then - Actions
Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) - 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to Forest Keeper
((Picked unit) is alive) Equal to True
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Unit - Kill (Picked unit)
Special Effect - Destroy (Last created special effect)
Else - Actions
Create
Events
Time - Elapsed game time is 14.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled (Points ( + ((String(Objective)) + to win)))
Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and ((Matching player) Not equal to Player 12 (Brown))).) and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
Update
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and ((Matching player) Not equal to Player 12 (Brown))).) and do (Actions)
Loop - Actions
Leaderboard - Change the value for (Picked player) in (Last created leaderboard) to ((Picked player) Current lumber)
Remove Leavers
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Has left the game
Then - Actions
Leaderboard - Change the label for (Picked player) in (Last created leaderboard) to --Left--
Else - Actions
Notify of Leavers
Events
Time - Every 0.15 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Food used to 0
Player - Set (Picked player) . Food used to 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Has left the game
Left[(Player number of (Picked player))] Equal to 0
Then - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Game - Display to (All players) the text: ((Name of (Picked player)) + has left the game.)
Set Variable Set Left[(Player number of (Picked player))] = "1"
Else - Actions
Win
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) Current lumber) Greater than or equal to Objective
Then - Actions
Trigger - Turn off (This trigger)
Trigger - Turn off Spawn_Units <gen>
Unit - Pause all units
Set Variable Set Winner = (Picked player)
Set Variable Set Game_Finished = "1"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Game_Finished Equal to 1
Then - Actions
Game - Display to (All players) the text: ((Name of Winner) + has won the game!)
Wait 4.50 seconds
Game - Victory Winner ( Show dialogs, Show scores)
Player Group - Pick every player in (All players matching ((Matching player) Not equal to Winner).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: You have lost!
Else - Actions
Two more points to win
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) Current lumber) Equal to (Objective - 2)
Two_More[(Integer A)] Equal to 0
Then - Actions
Game - Display to (All players) the text: ((Name of (Player((Integer A)))) + needs 2 more points to win! Watch out!)
Set Variable Set Two_More[(Integer A)] = "1"
Else - Actions
Income
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add ((Number of units in (Units owned by (Picked player) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)).)) x 3) to (Picked player) . Current gold
Game - Display to (Player group((Picked player))) the text: (INCOME: + (String(((Number of units in (Units owned by (Picked player) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)).)) x 3))))
Untitled Trigger 001
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Charm
Actions
Unit Group - Pick every unit in (Units within 333.00 of (Target point of ability being cast) matching ((((Matching unit) is A Hero) Equal to False) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Not equal to (Owner of (Casting unit))
(Owner of (Picked unit)) Not equal to Neutral Passive
Then - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Unit - Change ownership of (Picked unit) to (Owner of (Casting unit)) and Change color
Special Effect - Destroy (Last created special effect)
Else - Actions
Control
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Forest Keeper 0136 <gen> to Patrol To . (Random point in (Playable map area))
Drop Items
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Item - Create (Item-type of (Random item in Spawnable <gen>)) at (Position of Forest Keeper 0136 <gen>)
Item - Change ownership of (Last created item) to Player 12 (Brown) and Change color
Animation - Play Forest Keeper 0136 <gen> 's spell animation
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked item)) Equal to Player 12 (Brown)
((Picked item) is in Spawnable <gen>) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Picked item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Remove (Picked item)
Special Effect - Destroy (Last created special effect)
Else - Actions
Earthquakes
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Sound - Play Warning <gen>
Set Variable Set Earthquake_Point = (Random point in (Playable map area))
Game - Display to (All players) the text: An earthquake has occured here! Watch out.
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Cinematic - Ping minimap for (All players) at Earthquake_Point for 7.00 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Region - Center Region_001 <gen> on Earthquake_Point
Environment - Create a 29.00 second Normal ripple deformation at Earthquake_Point with starting radius 800.00 , ending radius 800.00 , and depth 100.00 , using 0.50 second ripples spaced 400.00 apart
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1.00 and variation 1
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Unit - Cause Forest Keeper 0136 <gen> to damage circular area after 0 seconds of radius 800.00 at Earthquake_Point , dealing 30.00 damage of attack type Chaos and damage type Cold
Wait 1.00 seconds
Destructible - Pick every destructible within 800.00 of Earthquake_Point and do (Actions)
Loop - Actions
If ((Destructible-type of (Picked destructible)) Equal to B000 (Unexpected type: 'destructablecode')) then do (Kill (Picked destructible)) else do (Do nothing)
Game - Display to (All players) the text: The earthquake has died down.
Sound - Play Hint <gen>
Environment - Stop (Last created terrain deformation) over 2.00 seconds
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