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Triggers
Double_D-Day_v0.33 Official.w3x
Variables
start
docks avalable
gold
into
bounty rifle
No bounty paradrop
bounty bship
bounty flamethrower
bounty medic
bounty artillery
bounty ranger
bounty tank
bounty paradrop
bounty para plane
bounty trans ship
bounty machin gunz
bounty turret
bounty turret Copy
first wave1
first wave2
first wave3
first wave4
first wave5
first wave6
first wave7
first wave8
players
player1 leaves
player2 leaves
player3 leaves
player4 leaves
player5 leaves
player6 leaves
player7 leaves
player8 leaves
player9 leaves
player10 leaves
p1 not
p2 not
p3 not
p4 not
p5 not
p6 not
p7 not
p8 not
p9 not
p10 not
levels
lvl1
lvl2
lvl3
lvl4
lvl5
lvl1w
lvl2w
lvl3w
lvl4w
lvl5w
game settings
quests
west win
east win
income
increase off
income timer
income
inc2
increase1
inc3
increase2
in4
increase3
inc5
increase4
inc6
increase5
Name
Type
is_array
initial_value
gsg
integer
No
125
income
timer
No
INcometimer
timer
No
incomewindow
timerdialog
No
docks avalable
Events
Time - Elapsed game time is 160.00 seconds
Conditions
Actions
Game - Display to (All players) the text: SWARM THE OTHER BEACH! MAKE THEM PAY!!!
Unit - Create 2 . Let's Hope I Don't Sink for Player 1 (Red) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 2 (Blue) at (Center of Region_019 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 3 (Teal) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 4 (Purple) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 5 (Yellow) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 6 (Orange) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 7 (Green) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 8 (Pink) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 9 (Gray) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 2 . Let's Hope I Don't Sink for Player 10 (Light Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 1 (Red) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 2 (Blue) at (Center of Region_019 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 3 (Teal) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 4 (Purple) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 5 (Yellow) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 6 (Orange) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 7 (Green) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 8 (Pink) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 9 (Gray) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 1 . BOOM Sunk Your Ass for Player 10 (Light Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 1 (Red) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 2 (Blue) at (Center of Region_019 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 3 (Teal) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 4 (Purple) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 5 (Yellow) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 6 (Orange) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 7 (Green) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 8 (Pink) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 9 (Gray) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 1 . Docks for Player 10 (Light Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
gold
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 200
Player - Set Player 2 (Blue) . Current gold to 400
Player - Set Player 3 (Teal) . Current gold to 200
Player - Set Player 4 (Purple) . Current gold to 200
Player - Set Player 5 (Yellow) . Current gold to 200
Player - Set Player 6 (Orange) . Current gold to 200
Player - Set Player 7 (Green) . Current gold to 400
Player - Set Player 8 (Pink) . Current gold to 200
Player - Set Player 9 (Gray) . Current gold to 200
Player - Set Player 10 (Light Blue) . Current gold to 200
into
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Game - Display to (All players) the text: Welcome to Double D-Day. If you have any pending questions, check the quests menu.
bounty rifle
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Psh, Is This A BeeBee Gun?
Actions
Player - Add 10 to (Owner of (Killing unit)) . Current gold
No bounty paradrop
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to They Dropped Me! Nooo!
Actions
Do nothing
bounty bship
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to BOOM Sunk Your Ass
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
bounty flamethrower
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Flame Thrower
Actions
Player - Add 30 to (Owner of (Killing unit)) . Current gold
bounty medic
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Medic
Actions
Player - Add 15 to (Owner of (Killing unit)) . Current gold
bounty artillery
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to FAR AWAY BOOM!!!
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
bounty ranger
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ima Ranger Bitch!
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
bounty tank
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Beginning Spawn Tank
Actions
Player - Add 100 to (Owner of (Killing unit)) . Current gold
bounty paradrop
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to They Dropped Me! Nooo!
Actions
Player - Add 40 to (Owner of (Killing unit)) . Current gold
bounty para plane
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Para-Dropper Plane
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
bounty trans ship
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Let's Hope I Don't Sink
Actions
Player - Add 20 to (Owner of (Killing unit)) . Current gold
bounty machin gunz
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Fastest Shootest!
Actions
Player - Add 20 to (Owner of (Killing unit)) . Current gold
bounty turret
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Pow Pow Machine Gun
Actions
Player - Add 100 to (Owner of (Killing unit)) . Current gold
bounty turret Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Big Gunz Dood
Actions
Player - Add 100 to (Owner of (Killing unit)) . Current gold
first wave1
Events
Unit - A unit enters Region_003 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_013 <gen>)
first wave2
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_012 <gen>)
first wave3
Events
Unit - A unit enters Region_008 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_011 <gen>)
first wave4
Events
Unit - A unit enters Region_009 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_010 <gen>)
first wave5
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_014 <gen>)
first wave6
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_015 <gen>)
first wave7
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_016 <gen>)
first wave8
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_017 <gen>)
player1 leaves
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
Game - Display to (All players) the text: Player Red Has Left The Game
player2 leaves
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
Game - Display to (All players) the text: Player Blue Has Left The Game
player3 leaves
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
Game - Display to (All players) the text: Player Teal Has Left The Game
player4 leaves
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
Game - Display to (All players) the text: Player Purple Has Left The Game
player5 leaves
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
Game - Display to (All players) the text: Player Yellow Has Left The Game
player6 leaves
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
Game - Display to (All players) the text: Player Orange Has Left The Game
player7 leaves
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
Game - Display to (All players) the text: Player Green Has Left The Game
player8 leaves
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
Game - Display to (All players) the text: Player Pink Has Left The Game
player9 leaves
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
Game - Display to (All players) the text: Player Gray Has Left The Game
player10 leaves
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
Game - Display to (All players) the text: Player LightBlue Has Left The Game
p1 not
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
p2 not
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
p3 not
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
p4 not
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
p5 not
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
p6 not
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
p7 not
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
p8 not
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
p9 not
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
p10 not
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
lvl1
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: First Wave Incoming!
lvl2
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Second Wave Approaching!
lvl3
Events
Time - Elapsed game time is 70.00 seconds
Conditions
Actions
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Third Wave Approaching!
lvl4
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Fourth Wave Approaching!
lvl5
Events
Time - Elapsed game time is 130.00 seconds
Conditions
Actions
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 11 (Dark Green) at (Center of Region_006 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Fifth Wave Approaching!
lvl1w
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 12 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
lvl2w
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 16 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 2 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
lvl3w
Events
Time - Elapsed game time is 70.00 seconds
Conditions
Actions
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 20 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 3 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
lvl4w
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 24 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 4 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
lvl5w
Events
Time - Elapsed game time is 130.00 seconds
Conditions
Actions
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 28 . Psh, Is This A BeeBee Gun? for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 5 . Beginning Spawn Tank for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
quests
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Quest - Create a Optional quest titled Thanks To with the description Map Created by pwn_j00_nub and SquirrelKing911Thanks to our testers:venturebro, Maggot_, melloryellor, rebel14, sexy_purple101, SultanOfSwing, Guttershark, and the other members of Clan GoC , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Income with the description The income is set at 200, and will increase every 10mins by 50gold. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Tech System with the description It is a good idea to rush through the tech system, although don't spend all your gold on it in case the other team launches an attack. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled About Map with the description This map was made at first as a joke. But my friends started to like it so i worked on it more, now it has become a game most people enjoy, except for those egotistic assholes that can suck a cock. But enough about that. We will be added new units, new features, maybe game modes, and further balancing our game to make it perfect for you. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
west win
Events
Unit - A unit Dies
Conditions
(Hq Tier 1 0015 <gen> is dead) Equal to True
(Hq Tier 1 0011 <gen> is dead) Equal to True
(Hq Tier 1 0012 <gen> is dead) Equal to True
(Hq Tier 1 0013 <gen> is dead) Equal to True
(Hq Tier 1 0014 <gen> is dead) Equal to True
Actions
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 - Defeat Player 6 (Orange) with the message: Play again noob!
Game - Defeat Player 7 (Green) with the message: Play again noob!
Game - Defeat Player 8 (Pink) with the message: Play again noob!
Game - Defeat Player 9 (Gray) with the message: Play again noob!
Game - Defeat Player 10 (Light Blue) with the message: Play again noob!
east win
Events
Unit - A unit Dies
Conditions
(Hq Tier 1 0016 <gen> is dead) Equal to True
(Hq Tier 1 0017 <gen> is dead) Equal to True
(Hq Tier 1 0018 <gen> is dead) Equal to True
(Hq Tier 1 0019 <gen> is dead) Equal to True
(Hq Tier 1 0020 <gen> is dead) Equal to True
Actions
Game - Victory Player 6 (Orange) ( 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)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Play again noob!
Game - Defeat Player 2 (Blue) with the message: Play again noob!
Game - Defeat Player 3 (Teal) with the message: Play again noob!
Game - Defeat Player 4 (Purple) with the message: Play again noob!
Game - Defeat Player 5 (Yellow) with the message: Play again noob!
increase off
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Trigger - Turn off increase1 <gen>
Trigger - Turn off increase2 <gen>
Trigger - Turn off increase3 <gen>
Trigger - Turn off increase4 <gen>
Trigger - Turn off increase5 <gen>
income timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Start INcometimer as a Repeating timer that will expire in 15.00 seconds
Set Variable Set INcometimer = (Last started timer)
Countdown Timer - Create a timer window for INcometimer with title Income!
Set Variable Set incomewindow = (Last created timer window)
Player Group - Pick every player in (All players) and do (Show incomewindow)
income
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 200 to (Picked player).Current gold)
inc2
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Trigger - Turn on increase1 <gen>
Trigger - Turn off increase_off <gen>
increase1
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 50 to (Picked player).Current gold)
inc3
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Trigger - Turn on increase2 <gen>
increase2
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 50 to (Picked player).Current gold)
in4
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Trigger - Turn on increase3 <gen>
increase3
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 50 to (Picked player).Current gold)
inc5
Events
Time - Elapsed game time is 2400.00 seconds
Conditions
Actions
Trigger - Turn on increase4 <gen>
increase4
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 50 to (Picked player).Current gold)
inc6
Events
Time - Elapsed game time is 3000.00 seconds
Conditions
Actions
Trigger - Turn on increase5 <gen>
increase5
Events
Time - INcometimer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 50 to (Picked player).Current gold)
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