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Triggers
Forest Defence v1.0.w3x
Variables
Game
Start Game
Map Initialization
Start Camra
Titan Spawn timer
Every 2 Seconds Of The Game
Random1
Random2
Random3
Random4
Random5
Random6
Random7
Random8
Random9
Random10
Random12
Wait 40 seconds
Unit Is Created
Titans gold stock
Runner Dies
Abilitie Is Used
Cave Stock Select
Stop From Selecting Over Units While bying Items
Cave Stock Deselect
End Game
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
Runner_Choose
unitcode
Yes
Titan_Choose
unitcode
Yes
Titan_Spawn_Titan
timer
No
Titans_Gold_Stock
group
Yes
Start Game
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Cage 0012 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Cage 0013 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Cage 0014 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Cage 0015 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Cage 0016 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Cage 0017 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove Cage 0018 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Cage 0019 <gen> from the game) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Remove Cage 0020 <gen> from the game) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Remove Cage 0021 <gen> from the game) else do (Do nothing)
Map Initialization
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Titans Pool at (Center of TITLE_Titans_Pool <gen>) with Z offset 0 , using font size 14.00 , color ( 18.00 %, 30.00 %, 100 %), and 0 % transparency
Player - Set Player 1 (Red) . Current lumber to 140
Player - Set Player 2 (Blue) . Current lumber to 140
Player - Set Player 3 (Teal) . Current lumber to 140
Player - Set Player 4 (Purple) . Current lumber to 140
Player - Set Player 5 (Yellow) . Current lumber to 140
Player - Set Player 6 (Orange) . Current lumber to 140
Player - Set Player 7 (Green) . Current lumber to 140
Player - Set Player 8 (Pink) . Current lumber to 140
Player - Set Player 9 (Gray) . Current lumber to 140
Player - Set Player 10 (Light Blue) . Current lumber to 140
Player - Set Player 1 (Red) . Current gold to 1
Player - Set Player 2 (Blue) . Current gold to 1
Player - Set Player 3 (Teal) . Current gold to 1
Player - Set Player 4 (Purple) . Current gold to 1
Player - Set Player 5 (Yellow) . Current gold to 1
Player - Set Player 6 (Orange) . Current gold to 1
Player - Set Player 7 (Green) . Current gold to 1
Player - Set Player 8 (Pink) . Current gold to 1
Player - Set Player 9 (Gray) . Current gold to 1
Player - Set Player 10 (Light Blue) . Current gold to 1
Player - Set Player 12 (Brown) . Current gold to 1
Game - Display to (All allies of Player 1 (Red).) for 38.00 seconds the text: |cffc3dbffYou will get a random Runner if you dont choose in 40 secondsor just press the up key to get a random Runner.MAP MADE BY DeathChef|r
Selection - Select Select Your Titan 0023 <gen> for Player 12 (Brown)
Set Variable Set Runner_Choose[1] = "h00A"
Set Variable Set Runner_Choose[2] = "h00B"
Set Variable Set Runner_Choose[3] = "h00C"
Set Variable Set Runner_Choose[4] = "h00D"
Set Variable Set Runner_Choose[5] = "h00E"
Set Variable Set Runner_Choose[6] = "h00F"
Set Variable Set Runner_Choose[7] = "h00G"
Set Variable Set Runner_Choose[8] = "h00H"
Set Variable Set Runner_Choose[9] = "h00I"
Set Variable Set Runner_Choose[10] = "h00J"
Set Variable Set Runner_Choose[11] = "h000"
Set Variable Set Runner_Choose[12] = "h00K"
Set Variable Set Runner_Choose[12] = "h00K"
Set Variable Set Titan_Choose[1] = "E001"
Set Variable Set Titan_Choose[2] = "E002"
Set Variable Set Titan_Choose[3] = "E003"
Set Variable Set Titan_Choose[4] = "E000"
Start Camra
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0012 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 1 (Red) to Cage 0012 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0013 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 2 (Blue) to Cage 0013 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0014 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 3 (Teal) to Cage 0012 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0015 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 4 (Purple) to Cage 0015 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0016 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 5 (Yellow) to Cage 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0017 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 6 (Orange) to Cage 0017 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0018 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 7 (Green) to Cage 0018 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0019 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 8 (Pink) to Cage 0019 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0020 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 9 (Gray) to Cage 0020 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0021 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 10 (Light Blue) to Cage 0021 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Select Your Titan 0023 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 12 (Brown) to Select Your Titan 0023 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
Titan Spawn timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Start Titan_Spawn_Titan as a One-shot timer that will expire in 49.99 seconds
Countdown Timer - Hide (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Titan spawns in....
Countdown Timer - Change the color of the title for (Last created timer window) to ( 20.00 %, 90.00 %, 20.00 %) with 0 % transparency
Countdown Timer - Change the color of the time for (Last created timer window) to ( 20.00 %, 90.00 %, 20 %) with 0 % transparency
Countdown Timer - Show (Last created timer window)
Every 2 Seconds Of The Game
Events
Time - Every 2 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 12 (Brown) slot status) Equal to Has left the game
Then - Actions
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has left so you are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Sound - Play Win <gen>
Else - Actions
Do nothing
Random1
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
(Cage 0012 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0012 <gen>
Player - Set Player 1 (Red) . Current gold to 0
Random2
Events
Player - Player 2 (Blue) Presses the Up Arrow key
Conditions
(Cage 0013 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 2 (Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0013 <gen>
Player - Set Player 2 (Blue) . Current gold to 0
Random3
Events
Player - Player 3 (Teal) Presses the Up Arrow key
Conditions
(Cage 0014 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 3 (Teal) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0014 <gen>
Player - Set Player 3 (Teal) . Current gold to 0
Random4
Events
Player - Player 4 (Purple) Presses the Up Arrow key
Conditions
(Cage 0015 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 4 (Purple) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0015 <gen>
Player - Set Player 4 (Purple) . Current gold to 0
Random5
Events
Player - Player 5 (Yellow) Presses the Up Arrow key
Conditions
(Cage 0016 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 5 (Yellow) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0016 <gen>
Player - Set Player 5 (Yellow) . Current gold to 0
Random6
Events
Player - Player 6 (Orange) Presses the Up Arrow key
Conditions
(Cage 0017 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 6 (Orange) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0017 <gen>
Player - Set Player 6 (Orange) . Current gold to 0
Random7
Events
Player - Player 7 (Green) Presses the Up Arrow key
Conditions
(Cage 0018 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 7 (Green) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0018 <gen>
Player - Set Player 7 (Green) . Current gold to 0
Random8
Events
Player - Player 8 (Pink) Presses the Up Arrow key
Conditions
(Cage 0019 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 8 (Pink) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0019 <gen>
Player - Set Player 8 (Pink) . Current gold to 0
Random9
Events
Player - Player 9 (Gray) Presses the Up Arrow key
Conditions
(Cage 0020 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 9 (Gray) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0020 <gen>
Player - Set Player 9 (Gray) . Current gold to 0
Random10
Events
Player - Player 10 (Light Blue) Presses the Up Arrow key
Conditions
(Cage 0021 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 10 (Light Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0021 <gen>
Player - Set Player 10 (Light Blue) . Current gold to 0
Random12
Events
Player - Player 12 (Brown) Presses the Up Arrow key
Conditions
(Select Your Titan 0023 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Titan_Choose[(Random integer number between 1 and 4)] for Player 12 (Brown) at (Center of Titan_Spawn_Region <gen>) facing 160.00 degrees
Unit - Kill Select Your Titan 0023 <gen>
Player - Set Player 12 (Brown) . Current gold to 0
Wait 40 seconds
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
(Cage 0012 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 1 (Red) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
(Cage 0013 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 2 (Blue) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 2 (Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0013 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
(Cage 0014 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 3 (Teal) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 3 (Teal) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0014 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
(Cage 0015 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 4 (Purple) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 4 (Purple) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0015 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
(Cage 0016 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 5 (Yellow) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 5 (Yellow) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0016 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
(Cage 0017 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 6 (Orange) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 6 (Orange) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0017 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
(Cage 0018 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 7 (Green) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 7 (Green) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0018 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
(Cage 0019 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 8 (Pink) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 8 (Pink) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0019 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is playing
(Cage 0020 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 9 (Gray) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 9 (Gray) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0020 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
(Cage 0021 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 10 (Light Blue) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 10 (Light Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0021 <gen>
Else - Actions
Do nothing
Unit - Kill Cage 0012 <gen>
Unit - Kill Cage 0013 <gen>
Unit - Kill Cage 0014 <gen>
Unit - Kill Cage 0015 <gen>
Unit - Kill Cage 0016 <gen>
Unit - Kill Cage 0017 <gen>
Unit - Kill Cage 0018 <gen>
Unit - Kill Cage 0019 <gen>
Unit - Kill Cage 0020 <gen>
Unit - Kill Cage 0021 <gen>
Unit Is Created
Events
Unit - A unit enters (Playable map area)
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Runner_Choose[1]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[2]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[3]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[4]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[5]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[6]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[7]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[8]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[9]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[10]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[11]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[12]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[1]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[2]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[3]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Sound - Set position of Titan_Is_Summend <gen> to (Position of (Triggering unit)) with Z offset 0
Selection - Select (Triggering unit) for Player 12 (Brown)
Unit - Remove Select Your Titan 0023 <gen> from the game
Countdown Timer - Destroy (Last created timer window)
Player - Set Player 12 (Brown) . Current gold to 1500
Unit - Make Titans Gold Stock! 0038 <gen> Vulnerable
Trigger - Turn on End_Game <gen>
Hero - Learn skill for (Triggering unit) : Pillage
Unit - Set life of Titans Gold Stock! 0038 <gen> to 95.00 %
Countdown Timer - Destroy (Last created timer window)
Hero - Set (Triggering unit) Hero-level to 2 , Hide level-up graphics
Else - Actions
Do nothing
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Kill Cage 0012 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Kill Cage 0013 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Kill Cage 0014 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Kill Cage 0015 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Kill Cage 0016 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Kill Cage 0017 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Kill Cage 0018 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Kill Cage 0019 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Kill Cage 0020 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Kill Cage 0021 <gen>) else do (Do nothing)
Wait 1.00 seconds
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Select (Triggering unit) for Player 1 (Red)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Select (Triggering unit) for Player 2 (Blue)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Select (Triggering unit) for Player 3 (Teal)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Select (Triggering unit) for Player 4 (Purple)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Select (Triggering unit) for Player 5 (Yellow)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Select (Triggering unit) for Player 6 (Orange)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Select (Triggering unit) for Player 7 (Green)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Select (Triggering unit) for Player 8 (Pink)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Select (Triggering unit) for Player 9 (Gray)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Select (Triggering unit) for Player 10 (Light Blue)) else do (Do nothing)
Titans gold stock
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Unit - Set life of (Triggering unit) to 90.00 %
Runner Dies
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
Actions
Unit - Create 1 . Dead Runner for (Owner of (Dying unit)) at (Position of (Dying unit)) facing (Facing of (Dying unit)) degrees
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + has died and has become a ghost and all of his buildings will be destroyed that idiot)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
Then - Actions
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Sound - Play Win <gen>
Else - Actions
Do nothing
Abilitie Is Used
Events
Unit - A unit Finishes casting an ability
Conditions
Actions
If ((Ability being cast) Equal to Destroy Building) then do (Explode (Triggering unit).) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Steal Gold
Then - Actions
Player - Add 1 to (Owner of (Triggering unit)) . Current gold
Player - Add -1 to Player 12 (Brown) . Current gold
Else - Actions
Do nothing
Cave Stock Select
Events
Unit - A unit enters Region_012 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
Actions
Camera - Set the camera bounds for Player 12 (Brown) to Region_014 <gen>
Unit - Turn collision for (Triggering unit) Off .
Trigger - Turn on Stop_From_Selecting_Over_Units_While_bying_Items <gen>
Stop From Selecting Over Units While bying Items
Events
Unit - Stock Cave 0024 <gen> Is deselected
Conditions
Actions
Selection - Select Stock Cave 0024 <gen> for Player 12 (Brown)
Cave Stock Deselect
Events
Player - Player 12 (Brown) types a chat message containing -out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
(Unit-type of (Triggering unit)) Equal to Titan
Actions
Unit Group - Pick every unit in (Units in Region_012 <gen>) and do (Actions)
Loop - Actions
Unit - Unhide (Triggering unit)
Unit - Order (Triggering unit) to Move To . (Center of Titan_Spawn_Region <gen>)
Wait 1.00 seconds
Selection - Select (Triggering unit)
Camera - Set the camera bounds for Player 12 (Brown) to (Playable map area)
Trigger - Turn off Stop_From_Selecting_Over_Units_While_bying_Items <gen>
End Game
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Titan_Choose[1]
(Unit-type of (Dying unit)) Equal to Titan_Choose[2]
(Unit-type of (Dying unit)) Equal to Titan_Choose[3]
(Unit-type of (Dying unit)) Equal to Titan_Choose[4]
Then - Actions
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
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