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Triggers
Frozen Escape.w3x
Variables
off path
Off path
Off path test
sliding (turn)
Red slide turn
Blue slide turn
Teal slide turn
Purple slide turn
Yellow slide turn
Orange slide turn
Green slide turn
Pink slide turn
Gray slide turn
Light Blue slide turn
Dark Green slide turn
sliding (no turn)
Red slide
Blue slide
Teal slide
Purple slide
Yellow slide
Orange slide
Green slide
Pink slide
Gray slide
Light Blue slide
Dark Green slide
sliding
slide on
slide off
move instantly
movei 1
movei 2
movei 3
Patrollers
level 1
level 2
level 3
Patrollers type 2
pl 3
level 3 1
level 3 2
level 3 3
level 3 4
mages
mages
Unit Collisions
Red Collision
Blue Collision
Teal Collision
Purple Collision
Yellow Collision
Orange Collision
Green Colision
Pink Collision
Gray Collision
Light Blue Collision
Dark Green Collision
Checkpoint
Checkpoint 1
Checkpoint 2
Checkpoint 3
Checkpoint 4
Checkpoint 5
Defeat
Defeat
Timer
Player dies/leaves
player dies
Mass units
Create
Remove
Gates
level 4 1
level 4 2
level 4 3
level 4 4
level 4 5
level 5 spawn and death
Spawn
Death
level 5 1
move 1 1
move 1 2
move 1 3
move 1 4
Move 1 5
move 1 5
move 1 6
move 1 7
move 1 8
move 1 9
move 1 10
move 1 11
move 1 12
move 1 13
move 1 14
move 1 15
move 1 16
level 5 2
move 2 1
move 2 2
move 2 3
move 2 4
move 2 5
move 2 6
move 2 7
move 2 8
move 2 9
move 2 10
move 2 11
move 2 12
move 2 13
move 2 14
move 2 15
move 2 16
move 2 17
level 5 3
move 3 1
move 3 2
move 3 3
move 3 4
move 3 5
move 3 6
move 3 7
move 3 8
move 3 9
move 3 10
move 3 11
move 3 12
move 3 13
move 3 14
move 3 15
move 3 16
move 3 17
Unit Dies
Red Dies
Blue Dies
Teal Dies
Purple Dies
Yellow Dies
Orange Dies
Green Dies
Pink Dies
Gray Dies
Light Blue Dies
Dark Green Dies
No player
Red no player
Red left
Blue no player
Blue left
Teal no player
Teal left
Purple no player
Purple left
Yellow no player
Yellow left
Orange no player
Orange left
Green no player
Green left
Pink no player
Pink left
Gray no player
Gray left
Light Blue no player
Light Blue left
Dark Green no player
Dark Green left
Finish
Finish
Turning on triggers
Mages
tanks
vision
Fog of war
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
level up
level up 1
level up 2
level up 3
level up 4
level up 5
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
Lost
boolean
No
RedPoint
location
No
tempGroup
group
No
tempPoint
location
No
Timer
timer
No
Off path
Events
Unit - A unit enters Region_000 <gen>
Unit - A unit enters Region_001 <gen>
Unit - A unit enters Region_002 <gen>
Unit - A unit enters Region_003 <gen>
Unit - A unit enters Region_004 <gen>
Unit - A unit enters Region_005 <gen>
Unit - A unit enters Region_006 <gen>
Unit - A unit enters Region_007 <gen>
Unit - A unit enters Region_008 <gen>
Unit - A unit enters Region_009 <gen>
Unit - A unit enters Region_010 <gen>
Unit - A unit enters Region_011 <gen>
Unit - A unit enters Region_012 <gen>
Unit - A unit enters Region_013 <gen>
Unit - A unit enters Region_014 <gen>
Unit - A unit enters Region_015 <gen>
Unit - A unit enters Region_016 <gen>
Unit - A unit enters Region_017 <gen>
Unit - A unit enters Region_018 <gen>
Unit - A unit enters Region_019 <gen>
Unit - A unit enters Region_020 <gen>
Unit - A unit enters Region_021 <gen>
Unit - A unit enters Region_022 <gen>
Unit - A unit enters Region_023 <gen>
Unit - A unit enters Region_024 <gen>
Unit - A unit enters Region_025 <gen>
Unit - A unit enters Region_026 <gen>
Unit - A unit enters Region_027 <gen>
Unit - A unit enters Region_028 <gen>
Unit - A unit enters Region_029 <gen>
Unit - A unit enters Region_030 <gen>
Unit - A unit enters Region_031 <gen>
Unit - A unit enters Region_032 <gen>
Unit - A unit enters Region_033 <gen>
Unit - A unit enters Region_034 <gen>
Unit - A unit enters Region_035 <gen>
Unit - A unit enters Region_036 <gen>
Unit - A unit enters Region_037 <gen>
Unit - A unit enters Region_038 <gen>
Unit - A unit enters Region_039 <gen>
Unit - A unit enters Region_040 <gen>
Unit - A unit enters Region_041 <gen>
Unit - A unit enters Region_042 <gen>
Unit - A unit enters Region_043 <gen>
Unit - A unit enters Region_044 <gen>
Unit - A unit enters Region_045 <gen>
Unit - A unit enters Region_046 <gen>
Unit - A unit enters Region_047 <gen>
Unit - A unit enters Region_048 <gen>
Unit - A unit enters Region_049 <gen>
Unit - A unit enters Region_050 <gen>
Unit - A unit enters Region_051 <gen>
Unit - A unit enters Region_052 <gen>
Unit - A unit enters Region_053 <gen>
Unit - A unit enters Region_054 <gen>
Unit - A unit enters Region_055 <gen>
Unit - A unit enters Region_056 <gen>
Unit - A unit enters Region_057 <gen>
Unit - A unit enters Region_058 <gen>
Unit - A unit enters Region_059 <gen>
Unit - A unit enters Region_060 <gen>
Unit - A unit enters Region_061 <gen>
Unit - A unit enters Region_062 <gen>
Unit - A unit enters Region_063 <gen>
Unit - A unit enters Region_064 <gen>
Unit - A unit enters Region_065 <gen>
Unit - A unit enters Region_066 <gen>
Unit - A unit enters Region_067 <gen>
Unit - A unit enters Region_068 <gen>
Unit - A unit enters Region_069 <gen>
Unit - A unit enters Region_070 <gen>
Unit - A unit enters Region_071 <gen>
Unit - A unit enters Region_072 <gen>
Unit - A unit enters Region_073 <gen>
Unit - A unit enters Region_074 <gen>
Unit - A unit enters Region_075 <gen>
Unit - A unit enters Region_076 <gen>
Unit - A unit enters Region_077 <gen>
Unit - A unit enters Region_078 <gen>
Unit - A unit enters Region_079 <gen>
Unit - A unit enters Region_080 <gen>
Unit - A unit enters Region_081 <gen>
Unit - A unit enters Region_082 <gen>
Unit - A unit enters Region_083 <gen>
Unit - A unit enters Region_084 <gen>
Unit - A unit enters Region_085 <gen>
Unit - A unit enters Region_086 <gen>
Unit - A unit enters Region_087 <gen>
Unit - A unit enters Region_088 <gen>
Unit - A unit enters Region_089 <gen>
Unit - A unit enters Region_090 <gen>
Unit - A unit enters Region_091 <gen>
Unit - A unit enters Region_092 <gen>
Unit - A unit enters Region_093 <gen>
Unit - A unit enters Region_094 <gen>
Unit - A unit enters Region_095 <gen>
Unit - A unit enters Region_096 <gen>
Unit - A unit enters Region_097 <gen>
Unit - A unit enters Region_098 <gen>
Unit - A unit enters Region_099 <gen>
Unit - A unit enters Region_100 <gen>
Unit - A unit enters Region_101 <gen>
Unit - A unit enters Region_102 <gen>
Unit - A unit enters Region_103 <gen>
Unit - A unit enters Region_104 <gen>
Unit - A unit enters Region_105 <gen>
Unit - A unit enters Region_106 <gen>
Unit - A unit enters Region_107 <gen>
Unit - A unit enters Region_108 <gen>
Unit - A unit enters Region_109 <gen>
Unit - A unit enters Region_110 <gen>
Unit - A unit enters Region_111 <gen>
Unit - A unit enters Region_112 <gen>
Unit - A unit enters Region_113 <gen>
Unit - A unit enters Region_114 <gen>
Unit - A unit enters Region_115 <gen>
Unit - A unit enters Region_116 <gen>
Unit - A unit enters Region_117 <gen>
Unit - A unit enters Region_118 <gen>
Unit - A unit enters Region_119 <gen>
Unit - A unit enters Region_120 <gen>
Unit - A unit enters Region_121 <gen>
Unit - A unit enters Region_122 <gen>
Unit - A unit enters Region_123 <gen>
Unit - A unit enters Region_124 <gen>
Unit - A unit enters Region_125 <gen>
Unit - A unit enters Region_126 <gen>
Unit - A unit enters Region_127 <gen>
Unit - A unit enters Region_128 <gen>
Unit - A unit enters Region_129 <gen>
Unit - A unit enters Region_130 <gen>
Unit - A unit enters Region_131 <gen>
Unit - A unit enters Region_132 <gen>
Unit - A unit enters Region_133 <gen>
Unit - A unit enters Region_134 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Unit - Kill (Triggering unit)
Off path test
Events
Time - Every 0.12 seconds of game time
Conditions
Actions
Set Variable Set tempGroup = (Units of type Frozen Infernal)
Unit Group - Pick every unit in tempGroup and do (Actions)
Loop - Actions
Set Variable Set tempPoint = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is alive) Equal to True
Or - Any (Conditions) are true
Conditions
(Terrain type at (Position of (Picked unit))) Equal to Icecrown Glacier - Snow
(Terrain type at (Position of (Picked unit))) Equal to Icecrown Glacier - Snow
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Custom script: call RemoveLocation(udg_tempPoint)
Custom script: call DestroyGroup(udg_tempGroup)
Red slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Make Frozen Infernal 0001 <gen> face (Target point of issued order) over 0 seconds
Blue slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Make Frozen Infernal 0002 <gen> face (Target point of issued order) over 0 seconds
Teal slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Make Frozen Infernal 0003 <gen> face (Target point of issued order) over 0 seconds
Purple slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Make Frozen Infernal 0004 <gen> face (Target point of issued order) over 0 seconds
Yellow slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Make Frozen Infernal 0005 <gen> face (Target point of issued order) over 0 seconds
Orange slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Make Frozen Infernal 0006 <gen> face (Target point of issued order) over 0 seconds
Green slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Make Frozen Infernal 0007 <gen> face (Target point of issued order) over 0 seconds
Pink slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Make Frozen Infernal 0008 <gen> face (Target point of issued order) over 0 seconds
Gray slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Make Frozen Infernal 0009 <gen> face (Target point of issued order) over 0 seconds
Light Blue slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Make Frozen Infernal 0010 <gen> face (Target point of issued order) over 0 seconds
Dark Green slide turn
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Make Frozen Infernal 0011 <gen> face (Target point of issued order) over 0 seconds
Red slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0001 <gen>)
Unit - Move Frozen Infernal 0001 <gen> instantly to ((Position of Frozen Infernal 0001 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0001 <gen>) degrees.)
Blue slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0002 <gen>)
Unit - Move Frozen Infernal 0002 <gen> instantly to ((Position of Frozen Infernal 0002 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0002 <gen>) degrees.)
Teal slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0003 <gen>)
Unit - Move Frozen Infernal 0003 <gen> instantly to ((Position of Frozen Infernal 0003 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0003 <gen>) degrees.)
Purple slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0004 <gen>)
Unit - Move Frozen Infernal 0004 <gen> instantly to ((Position of Frozen Infernal 0004 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0004 <gen>) degrees.)
Yellow slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0005 <gen>)
Unit - Move Frozen Infernal 0005 <gen> instantly to ((Position of Frozen Infernal 0005 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0005 <gen>) degrees.)
Orange slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0006 <gen>)
Unit - Move Frozen Infernal 0006 <gen> instantly to ((Position of Frozen Infernal 0006 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0006 <gen>) degrees.)
Green slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0007 <gen>)
Unit - Move Frozen Infernal 0007 <gen> instantly to ((Position of Frozen Infernal 0007 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0007 <gen>) degrees.)
Pink slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0008 <gen>)
Unit - Move Frozen Infernal 0008 <gen> instantly to ((Position of Frozen Infernal 0008 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0008 <gen>) degrees.)
Gray slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0009 <gen>)
Unit - Move Frozen Infernal 0009 <gen> instantly to ((Position of Frozen Infernal 0009 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0008 <gen>) degrees.)
Light Blue slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0010 <gen>)
Unit - Move Frozen Infernal 0010 <gen> instantly to ((Position of Frozen Infernal 0010 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0010 <gen>) degrees.)
Dark Green slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Variable Set RedPoint = (Position of Frozen Infernal 0011 <gen>)
Unit - Move Frozen Infernal 0011 <gen> instantly to ((Position of Frozen Infernal 0011 <gen>) offset by 12.00 towards (Facing of Frozen Infernal 0011 <gen>) degrees.)
slide on
Events
Unit - A unit enters slide_1 <gen>
Unit - A unit enters slide_2 <gen>
Unit - A unit enters slide_3 <gen>
Unit - A unit enters slide_4 <gen>
Unit - A unit enters slide_5 <gen>
Unit - A unit enters slide_6 <gen>
Unit - A unit enters slide_7 <gen>
Unit - A unit enters on_slide <gen>
Unit - A unit leaves off_and_on_slide <gen>
Unit - A unit leaves Finish <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Turn on Red_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Turn on Red_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Turn on Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Turn on Blue_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Turn on Teal_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Turn on Teal_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Turn on Purple_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Turn on Purple_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Turn on Yellow_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Turn on Yellow_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Turn on Orange_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Turn on Orange_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Turn on Green_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Turn on Green_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Turn on Pink_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Turn on Pink_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Turn on Gray_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Turn on Gray_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Turn on Light_Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Turn on Light_Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) then do (Turn on Dark_Green_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) then do (Turn on Dark_Green_slide_turn <gen>) else do (Do nothing)
slide off
Events
Unit - A unit leaves slide_1 <gen>
Unit - A unit leaves slide_2 <gen>
Unit - A unit leaves slide_3 <gen>
Unit - A unit leaves slide_4 <gen>
Unit - A unit leaves slide_5 <gen>
Unit - A unit leaves slide_6 <gen>
Unit - A unit enters off_slide <gen>
Unit - A unit enters off_and_on_slide <gen>
Unit - A unit enters Finish <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Turn off Red_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Turn off Red_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Turn off Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Turn off Blue_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Turn off Teal_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Turn off Teal_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Turn off Purple_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Turn off Purple_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Turn off Yellow_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Turn off Yellow_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Turn off Orange_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Turn off Orange_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Turn off Green_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Turn off Green_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Turn off Pink_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Turn off Pink_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Turn off Gray_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Turn off Gray_slide_turn <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Turn off Light_Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Turn off Light_Blue_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) then do (Turn off Dark_Green_slide <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) then do (Turn off Dark_Green_slide_turn <gen>) else do (Do nothing)
movei 1
Events
Unit - A unit enters Move_instantly_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Unit - Move (Triggering unit) instantly to (Center of move_instantly_2 <gen>)
movei 2
Events
Unit - A unit enters move_instantly_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Unit - Move (Triggering unit) instantly to (Center of move_instantly_4 <gen>)
movei 3
Events
Unit - A unit enters move_instantly_5 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Unit - Move (Triggering unit) instantly to (Center of move_instantly_6 <gen>)
level 1
Events
Map initialization
Conditions
Actions
Unit - Order Swordsman 0022 <gen> to Patrol To . (Center of Region_152 <gen>)
Unit - Order Swordsman 0023 <gen> to Patrol To . (Center of Region_153 <gen>)
Unit - Order Swordsman 0024 <gen> to Patrol To . (Center of Region_154 <gen>)
Unit - Order Swordsman 0025 <gen> to Patrol To . (Center of Region_155 <gen>)
Unit - Order Captain 0026 <gen> to Patrol To . (Center of Region_156 <gen>)
Unit - Order Captain 0027 <gen> to Patrol To . (Center of Region_157 <gen>)
Unit - Order Emissary 0028 <gen> to Patrol To . (Center of Region_158 <gen>)
Unit - Order Emissary 0029 <gen> to Patrol To . (Center of Region_159 <gen>)
Unit - Order Emissary 0030 <gen> to Patrol To . (Center of Region_160 <gen>)
Unit - Order Hydromancer 0031 <gen> to Patrol To . (Center of Region_169 <gen>)
Unit - Order Blood Elf Lieutenant 0033 <gen> to Patrol To . (Center of Region_161 <gen>)
Unit - Order Blood Elf Lieutenant 0032 <gen> to Patrol To . (Center of Region_162 <gen>)
Unit - Order Blood Elf Lieutenant 0034 <gen> to Patrol To . (Center of Region_163 <gen>)
Unit - Order Blood Elf Lieutenant 0035 <gen> to Patrol To . (Center of Region_164 <gen>)
Unit - Order Riderless Horse 0036 <gen> to Patrol To . (Center of Region_166 <gen>)
Unit - Order Riderless Horse 0037 <gen> to Patrol To . (Center of Region_165 <gen>)
Unit - Order Blood Elf Lieutenant 0039 <gen> to Patrol To . (Center of Region_167 <gen>)
Unit - Order Blood Elf Lieutenant 0038 <gen> to Patrol To . (Center of Region_168 <gen>)
level 2
Events
Map initialization
Conditions
Actions
Unit - Order Blood Elf Lieutenant 0040 <gen> to Patrol To . (Center of Region_193 <gen>)
Unit - Order Blood Elf Lieutenant 0041 <gen> to Patrol To . (Center of Region_192 <gen>)
Unit - Order Blood Elf Lieutenant 0042 <gen> to Patrol To . (Center of Region_191 <gen>)
Unit - Order Blood Elf Lieutenant 0043 <gen> to Patrol To . (Center of Region_190 <gen>)
Unit - Order Blood Elf Lieutenant 0044 <gen> to Patrol To . (Center of Region_189 <gen>)
Unit - Order Hydromancer 0046 <gen> to Patrol To . (Center of Region_188 <gen>)
Unit - Order Hydromancer 0045 <gen> to Patrol To . (Center of Region_187 <gen>)
Unit - Order Hydromancer 0047 <gen> to Patrol To . (Center of Region_186 <gen>)
Unit - Order Blood Elf Lieutenant 0048 <gen> to Patrol To . (Center of Region_185 <gen>)
Unit - Order Blood Elf Lieutenant 0050 <gen> to Patrol To . (Center of Region_184 <gen>)
Unit - Order Blood Elf Lieutenant 0049 <gen> to Patrol To . (Center of Region_183 <gen>)
Unit - Order Hydromancer 0051 <gen> to Patrol To . (Center of Region_182 <gen>)
Unit - Order Hydromancer 0052 <gen> to Patrol To . (Center of Region_181 <gen>)
Unit - Order Wagon 0057 <gen> to Patrol To . (Center of Region_180 <gen>)
Unit - Order Wagon 0056 <gen> to Patrol To . (Center of Region_179 <gen>)
Unit - Order Wagon 0053 <gen> to Patrol To . (Center of Region_178 <gen>)
Unit - Order Wagon 0054 <gen> to Patrol To . (Center of Region_177 <gen>)
Unit - Order Wagon 0055 <gen> to Patrol To . (Center of Region_176 <gen>)
Unit - Order Wagon 0058 <gen> to Patrol To . (Center of Region_175 <gen>)
level 3
Events
Map initialization
Conditions
Actions
Unit - Order Blood Elf Lieutenant 0061 <gen> to Patrol To . (Center of Region_194 <gen>)
Unit - Order Blood Elf Lieutenant 0060 <gen> to Patrol To . (Center of Region_195 <gen>)
Unit - Order Blood Elf Lieutenant 0062 <gen> to Patrol To . (Center of Region_196 <gen>)
Unit - Order Blood Elf Lieutenant 0063 <gen> to Patrol To . (Center of Region_197 <gen>)
Unit - Order Blood Elf Lieutenant 0064 <gen> to Patrol To . (Center of Region_198 <gen>)
Unit - Order Blood Elf Lieutenant 0065 <gen> to Patrol To . (Center of Region_199 <gen>)
Unit - Order Blood Elf Lieutenant 0066 <gen> to Patrol To . (Center of Region_200 <gen>)
Unit - Order Blood Elf Lieutenant 0068 <gen> to Patrol To . (Center of Region_206 <gen>)
Unit - Order Blood Elf Lieutenant 0069 <gen> to Patrol To . (Center of Region_205 <gen>)
Unit - Order Blood Elf Lieutenant 0070 <gen> to Patrol To . (Center of Region_204 <gen>)
Unit - Order Blood Elf Lieutenant 0071 <gen> to Patrol To . (Center of Region_203 <gen>)
Unit - Order Blood Elf Lieutenant 0072 <gen> to Patrol To . (Center of Region_202 <gen>)
Unit - Order Wagon 0075 <gen> to Patrol To . (Center of Region_211 <gen>)
Unit - Order Wagon 0076 <gen> to Patrol To . (Center of Region_212 <gen>)
Unit - Order Wagon 0077 <gen> to Patrol To . (Center of Region_213 <gen>)
Unit - Order Riderless Horse 0081 <gen> to Patrol To . (Center of Region_214 <gen>)
Unit - Order Riderless Horse 0078 <gen> to Patrol To . (Center of Region_215 <gen>)
Unit - Order Riderless Horse 0079 <gen> to Patrol To . (Center of Region_216 <gen>)
Unit - Order Riderless Horse 0080 <gen> to Patrol To . (Center of Region_217 <gen>)
pl 3
Events
Unit - A unit enters Checkpoint_2 <gen>
Conditions
Actions
Trigger - Turn on level_3_1 <gen>
Trigger - Turn on level_3_2 <gen>
Trigger - Turn on level_3_3 <gen>
Trigger - Turn on level_3_4 <gen>
level 3 1
Events
Unit - A unit enters Region_210 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_207 <gen>)
level 3 2
Events
Unit - A unit enters Region_207 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_208 <gen>)
level 3 3
Events
Unit - A unit enters Region_208 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_209 <gen>)
level 3 4
Events
Unit - A unit enters Region_209 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_210 <gen>)
mages
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Order Blood Mage 0082 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0083 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0084 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0085 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0086 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0087 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0088 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0089 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Unit - Order Blood Mage 0090 <gen> to Human Blood Mage - Flame Strike . (Random point in Region_218 <gen>)
Red Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0001 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0001 <gen>
Blue Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0002 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0002 <gen>
Teal Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0003 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0003 <gen>
Purple Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0004 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0004 <gen>
Yellow Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0005 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0005 <gen>
Orange Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0006 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0006 <gen>
Green Colision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0007 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0007 <gen>
Pink Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0008 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0008 <gen>
Gray Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0009 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0009 <gen>
Light Blue Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0010 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0010 <gen>
Dark Green Collision
Events
Unit - A unit comes within 57.00 of Frozen Infernal 0011 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
(Unit-type of (Triggering unit)) Not equal to Circle of Power
Actions
Unit - Kill Frozen Infernal 0011 <gen>
Checkpoint 1
Events
Unit - A unit enters Checkpoint_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Trigger - Turn off Defeat <gen>
Sound - Play QuestNew <gen>
Game - Display to (All players) the text: |CFFFF0000C|CFFFF2400h|CFFFF4800e|CFFFF6D00c|CFFFFB600k|CFFFFFF00p|CFFFFFF00o|CFF92FF00i|CFF6EFF00n|CFF49FF00t |CFF00FF00R|CFF00DB24e|CFF00B748a|CFF00926Dc|CFF0049B6h|CFF0000FFe|CFF2412FFd|CFF4824FF!|CFF9149FF!
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Checkpoint_1 <gen>) over 0 seconds)
Trigger - Turn off player_dies <gen>
Unit - Kill Frozen Infernal 0001 <gen>
Unit - Kill Frozen Infernal 0002 <gen>
Unit - Kill Frozen Infernal 0003 <gen>
Unit - Kill Frozen Infernal 0004 <gen>
Unit - Kill Frozen Infernal 0005 <gen>
Unit - Kill Frozen Infernal 0006 <gen>
Unit - Kill Frozen Infernal 0007 <gen>
Unit - Kill Frozen Infernal 0008 <gen>
Unit - Kill Frozen Infernal 0009 <gen>
Unit - Kill Frozen Infernal 0010 <gen>
Unit - Kill Frozen Infernal 0011 <gen>
Unit - Remove Swordsman 0022 <gen> from the game
Unit - Remove Swordsman 0023 <gen> from the game
Unit - Remove Swordsman 0024 <gen> from the game
Unit - Remove Swordsman 0025 <gen> from the game
Unit - Remove Captain 0026 <gen> from the game
Unit - Remove Captain 0027 <gen> from the game
Unit - Remove Emissary 0028 <gen> from the game
Unit - Remove Emissary 0029 <gen> from the game
Unit - Remove Emissary 0030 <gen> from the game
Unit - Remove Hydromancer 0031 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0033 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0032 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0034 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0035 <gen> from the game
Unit - Remove Riderless Horse 0036 <gen> from the game
Unit - Remove Riderless Horse 0037 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0038 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0039 <gen> from the game
Game - Display to (All players) the text: 5 Second Wait
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on player_dies <gen>
Hero - Instantly revive Frozen Infernal 0001 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0002 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0003 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0004 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0005 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0006 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0007 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0008 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0009 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0010 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0011 <gen> at (Center of Checkpoint_1 <gen>) , Hide revival graphics
Trigger - Turn on Defeat <gen>
Checkpoint 2
Events
Unit - A unit enters Checkpoint_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Trigger - Turn off Defeat <gen>
Sound - Play QuestNew <gen>
Game - Display to (All players) the text: |CFFFF0000C|CFFFF2400h|CFFFF4800e|CFFFF6D00c|CFFFFB600k|CFFFFFF00p|CFFFFFF00o|CFF92FF00i|CFF6EFF00n|CFF49FF00t |CFF00FF00R|CFF00DB24e|CFF00B748a|CFF00926Dc|CFF0049B6h|CFF0000FFe|CFF2412FFd|CFF4824FF!|CFF9149FF!
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Checkpoint_2 <gen>) over 0 seconds)
Trigger - Turn off player_dies <gen>
Unit - Kill Frozen Infernal 0001 <gen>
Unit - Kill Frozen Infernal 0002 <gen>
Unit - Kill Frozen Infernal 0003 <gen>
Unit - Kill Frozen Infernal 0004 <gen>
Unit - Kill Frozen Infernal 0005 <gen>
Unit - Kill Frozen Infernal 0006 <gen>
Unit - Kill Frozen Infernal 0007 <gen>
Unit - Kill Frozen Infernal 0008 <gen>
Unit - Kill Frozen Infernal 0009 <gen>
Unit - Kill Frozen Infernal 0010 <gen>
Unit - Kill Frozen Infernal 0011 <gen>
Unit - Remove Blood Elf Lieutenant 0040 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0041 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0042 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0043 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0044 <gen> from the game
Unit - Remove Hydromancer 0046 <gen> from the game
Unit - Remove Hydromancer 0045 <gen> from the game
Unit - Remove Hydromancer 0047 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0048 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0050 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0049 <gen> from the game
Unit - Remove Hydromancer 0051 <gen> from the game
Unit - Remove Hydromancer 0052 <gen> from the game
Unit - Remove Wagon 0057 <gen> from the game
Unit - Remove Wagon 0056 <gen> from the game
Unit - Remove Wagon 0053 <gen> from the game
Unit - Remove Wagon 0054 <gen> from the game
Unit - Remove Wagon 0055 <gen> from the game
Unit - Remove Wagon 0058 <gen> from the game
Game - Display to (All players) the text: 5 Second Wait
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on player_dies <gen>
Hero - Instantly revive Frozen Infernal 0001 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0002 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0003 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0004 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0005 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0006 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0007 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0008 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0009 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0010 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0011 <gen> at (Center of Checkpoint_2 <gen>) , Hide revival graphics
Trigger - Turn on Defeat <gen>
Checkpoint 3
Events
Unit - A unit enters Checkpoint_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Trigger - Turn off Defeat <gen>
Sound - Play QuestNew <gen>
Game - Display to (All players) the text: |CFFFF0000C|CFFFF2400h|CFFFF4800e|CFFFF6D00c|CFFFFB600k|CFFFFFF00p|CFFFFFF00o|CFF92FF00i|CFF6EFF00n|CFF49FF00t |CFF00FF00R|CFF00DB24e|CFF00B748a|CFF00926Dc|CFF0049B6h|CFF0000FFe|CFF2412FFd|CFF4824FF!|CFF9149FF!
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Checkpoint_1 <gen>) over 0 seconds)
Trigger - Turn off player_dies <gen>
Unit - Kill Frozen Infernal 0001 <gen>
Unit - Kill Frozen Infernal 0002 <gen>
Unit - Kill Frozen Infernal 0003 <gen>
Unit - Kill Frozen Infernal 0004 <gen>
Unit - Kill Frozen Infernal 0005 <gen>
Unit - Kill Frozen Infernal 0006 <gen>
Unit - Kill Frozen Infernal 0007 <gen>
Unit - Kill Frozen Infernal 0008 <gen>
Unit - Kill Frozen Infernal 0009 <gen>
Unit - Kill Frozen Infernal 0010 <gen>
Unit - Kill Frozen Infernal 0011 <gen>
Unit - Remove Blood Elf Lieutenant 0061 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0060 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0062 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0063 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0064 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0065 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0066 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0067 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0068 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0069 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0070 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0071 <gen> from the game
Unit - Remove Blood Elf Lieutenant 0072 <gen> from the game
Unit - Remove Captain 0073 <gen> from the game
Unit - Remove Captain 0074 <gen> from the game
Unit - Remove Wagon 0075 <gen> from the game
Unit - Remove Wagon 0076 <gen> from the game
Unit - Remove Wagon 0077 <gen> from the game
Unit - Remove Riderless Horse 0081 <gen> from the game
Unit - Remove Riderless Horse 0078 <gen> from the game
Unit - Remove Riderless Horse 0079 <gen> from the game
Unit - Remove Riderless Horse 0080 <gen> from the game
Game - Display to (All players) the text: 5 Second Wait
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on player_dies <gen>
Hero - Instantly revive Frozen Infernal 0001 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0002 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0003 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0004 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0005 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0006 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0007 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0008 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0009 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0010 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0011 <gen> at (Center of Checkpoint_3 <gen>) , Hide revival graphics
Trigger - Turn on Defeat <gen>
Checkpoint 4
Events
Unit - A unit enters Checkpoint_4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Trigger - Turn off Defeat <gen>
Sound - Play QuestNew <gen>
Game - Display to (All players) the text: |CFFFF0000C|CFFFF2400h|CFFFF4800e|CFFFF6D00c|CFFFFB600k|CFFFFFF00p|CFFFFFF00o|CFF92FF00i|CFF6EFF00n|CFF49FF00t |CFF00FF00R|CFF00DB24e|CFF00B748a|CFF00926Dc|CFF0049B6h|CFF0000FFe|CFF2412FFd|CFF4824FF!|CFF9149FF!
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Checkpoint_1 <gen>) over 0 seconds)
Trigger - Turn off player_dies <gen>
Unit - Kill Frozen Infernal 0001 <gen>
Unit - Kill Frozen Infernal 0002 <gen>
Unit - Kill Frozen Infernal 0003 <gen>
Unit - Kill Frozen Infernal 0004 <gen>
Unit - Kill Frozen Infernal 0005 <gen>
Unit - Kill Frozen Infernal 0006 <gen>
Unit - Kill Frozen Infernal 0007 <gen>
Unit - Kill Frozen Infernal 0008 <gen>
Unit - Kill Frozen Infernal 0009 <gen>
Unit - Kill Frozen Infernal 0010 <gen>
Unit - Kill Frozen Infernal 0011 <gen>
Trigger - Turn off Create <gen>
Game - Display to (All players) the text: 5 Second Wait
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on player_dies <gen>
Hero - Instantly revive Frozen Infernal 0001 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0002 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0003 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0004 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0005 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0006 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0007 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0008 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0009 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0010 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0011 <gen> at (Center of Checkpoint_4 <gen>) , Hide revival graphics
Trigger - Turn on Defeat <gen>
Checkpoint 5
Events
Unit - A unit enters Checkpoint_5 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Frozen Infernal
Actions
Trigger - Turn off Defeat <gen>
Sound - Play QuestNew <gen>
Game - Display to (All players) the text: |CFFFF0000C|CFFFF2400h|CFFFF4800e|CFFFF6D00c|CFFFFB600k|CFFFFFF00p|CFFFFFF00o|CFF92FF00i|CFF6EFF00n|CFF49FF00t |CFF00FF00R|CFF00DB24e|CFF00B748a|CFF00926Dc|CFF0049B6h|CFF0000FFe|CFF2412FFd|CFF4824FF!|CFF9149FF!
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Checkpoint_1 <gen>) over 0 seconds)
Trigger - Turn off player_dies <gen>
Unit - Kill Frozen Infernal 0001 <gen>
Unit - Kill Frozen Infernal 0002 <gen>
Unit - Kill Frozen Infernal 0003 <gen>
Unit - Kill Frozen Infernal 0004 <gen>
Unit - Kill Frozen Infernal 0005 <gen>
Unit - Kill Frozen Infernal 0006 <gen>
Unit - Kill Frozen Infernal 0007 <gen>
Unit - Kill Frozen Infernal 0008 <gen>
Unit - Kill Frozen Infernal 0009 <gen>
Unit - Kill Frozen Infernal 0010 <gen>
Unit - Kill Frozen Infernal 0011 <gen>
Trigger - Turn off Mages <gen>
Unit - Remove Blood Mage 0090 <gen> from the game
Unit - Remove Blood Mage 0089 <gen> from the game
Unit - Remove Blood Mage 0088 <gen> from the game
Unit - Remove Blood Mage 0087 <gen> from the game
Unit - Remove Blood Mage 0086 <gen> from the game
Unit - Remove Blood Mage 0085 <gen> from the game
Unit - Remove Blood Mage 0084 <gen> from the game
Unit - Remove Blood Mage 0083 <gen> from the game
Unit - Remove Blood Mage 0082 <gen> from the game
Game - Display to (All players) the text: 5 Second Wait
Wait 5.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on player_dies <gen>
Hero - Instantly revive Frozen Infernal 0001 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0002 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0003 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0004 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0005 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0006 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0007 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0008 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0009 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0010 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Hero - Instantly revive Frozen Infernal 0011 <gen> at (Center of Checkpoint_5 <gen>) , Hide revival graphics
Trigger - Turn on Defeat <gen>
Defeat
Events
Unit - Frozen Infernal 0001 <gen> Dies
Unit - Frozen Infernal 0002 <gen> Dies
Unit - Frozen Infernal 0003 <gen> Dies
Unit - Frozen Infernal 0004 <gen> Dies
Unit - Frozen Infernal 0005 <gen> Dies
Unit - Frozen Infernal 0006 <gen> Dies
Unit - Frozen Infernal 0007 <gen> Dies
Unit - Frozen Infernal 0008 <gen> Dies
Unit - Frozen Infernal 0009 <gen> Dies
Unit - Frozen Infernal 0010 <gen> Dies
Unit - Frozen Infernal 0011 <gen> Dies
Conditions
Actions
Set Variable Set Lost = "true"
Unit Group - Pick every unit in (Units of type Frozen Infernal) and do (If (((Picked unit) is alive) Equal to True) then do (Set VariableSet Lost = "false") else do (Do nothing))
If (Lost Equal to True) then do (Run Timer <gen> (ignoring conditions)) else do (Do nothing)
Timer
Events
Conditions
Actions
Sound - Play SadMystery01 <gen>
Wait 1.00 seconds
Countdown Timer - Create a timer window for Timer with title Try Again
Countdown Timer - Start Timer as a One-shot timer that will expire in 7.00 seconds
Wait 7.00 seconds
Sound - Play QuestFailed <gen>
Game - Display to (All players) for 12.00 seconds the text: |CFFFF0000YOU LOSE
Countdown Timer - Destroy (Last created timer window)
Wait 1.00 seconds
Player Group - Pick every player in (All players) and do (Defeat (Picked player) with the message: Try Again...)
player dies
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has been killed.)
Create
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit - Create 1 . Captain for Player 12 (Brown) at (Random point in Region_219 <gen>) facing 270.00 degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 9999999.00 towards 270.00 degrees.)
Remove
Events
Unit - A unit enters Region_220 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Remove (Entering unit) from the game
level 4 1
Events
Unit - A unit enters Region_221 <gen>
Conditions
Actions
Destructible - Kill Ice Rock Gate 0004 <gen>
level 4 2
Events
Unit - A unit enters Region_222 <gen>
Conditions
Actions
Destructible - Kill Ice Rock Gate 0003 <gen>
level 4 3
Events
Unit - A unit enters Region_223 <gen>
Conditions
Actions
Destructible - Kill Ice Rock Gate 0002 <gen>
level 4 4
Events
Unit - A unit enters Region_224 <gen>
Conditions
Actions
Destructible - Kill Ice Rock Gate 0001 <gen>
level 4 5
Events
Unit - A unit enters Region_225 <gen>
Conditions
Actions
Destructible - Kill Ice Rock Gate 0000 <gen>
Spawn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of spawn_1 <gen>) facing 270.00 degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of spawn_2 <gen>) facing 270.00 degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of spawn_3 <gen>) facing 270.00 degrees
Death
Events
Unit - A unit enters Region_280 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Remove (Triggering unit) from the game
move 1 1
Events
Unit - A unit enters spawn_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_231 <gen>)
move 1 2
Events
Unit - A unit enters Region_231 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_234 <gen>)
move 1 3
Events
Unit - A unit enters Region_234 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_237 <gen>)
move 1 4
Events
Unit - A unit enters Region_237 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_240 <gen>)
Move 1 5
Events
Unit - A unit enters Region_240 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_241 <gen>)
move 1 5
Events
Unit - A unit enters Region_241 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_244 <gen>)
move 1 6
Events
Unit - A unit enters Region_244 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_249 <gen>)
move 1 7
Events
Unit - A unit enters Region_249 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_252 <gen>)
move 1 8
Events
Unit - A unit enters Region_252 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_255 <gen>)
move 1 9
Events
Unit - A unit enters Region_255 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_258 <gen>)
move 1 10
Events
Unit - A unit enters Region_258 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_261 <gen>)
move 1 11
Events
Unit - A unit enters Region_261 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_264 <gen>)
move 1 12
Events
Unit - A unit enters Region_264 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_267 <gen>)
move 1 13
Events
Unit - A unit enters Region_267 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_268 <gen>)
move 1 14
Events
Unit - A unit enters Region_268 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_273 <gen>)
move 1 15
Events
Unit - A unit enters Region_273 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_276 <gen>)
move 1 16
Events
Unit - A unit enters Region_276 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_277 <gen>)
move 2 1
Events
Unit - A unit enters spawn_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_230 <gen>)
move 2 2
Events
Unit - A unit enters Region_230 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_233 <gen>)
move 2 3
Events
Unit - A unit enters Region_233 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_236 <gen>)
move 2 4
Events
Unit - A unit enters Region_236 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_239 <gen>)
move 2 5
Events
Unit - A unit enters Region_239 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_242 <gen>)
move 2 6
Events
Unit - A unit enters Region_242 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_245 <gen>)
move 2 7
Events
Unit - A unit enters Region_245 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_248 <gen>)
move 2 8
Events
Unit - A unit enters Region_248 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_251 <gen>)
move 2 9
Events
Unit - A unit enters Region_251 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_254 <gen>)
move 2 10
Events
Unit - A unit enters Region_254 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_257 <gen>)
move 2 11
Events
Unit - A unit enters Region_257 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_260 <gen>)
move 2 12
Events
Unit - A unit enters Region_260 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_263 <gen>)
move 2 13
Events
Unit - A unit enters Region_263 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_266 <gen>)
move 2 14
Events
Unit - A unit enters Region_266 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_269 <gen>)
move 2 15
Events
Unit - A unit enters Region_269 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_272 <gen>)
move 2 16
Events
Unit - A unit enters Region_272 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_275 <gen>)
move 2 17
Events
Unit - A unit enters Region_275 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_278 <gen>)
move 3 1
Events
Unit - A unit enters spawn_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_229 <gen>)
move 3 2
Events
Unit - A unit enters Region_229 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_232 <gen>)
move 3 3
Events
Unit - A unit enters Region_232 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_235 <gen>)
move 3 4
Events
Unit - A unit enters Region_235 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_238 <gen>)
move 3 5
Events
Unit - A unit enters Region_238 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_243 <gen>)
move 3 6
Events
Unit - A unit enters Region_243 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_246 <gen>)
move 3 7
Events
Unit - A unit enters Region_246 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_247 <gen>)
move 3 8
Events
Unit - A unit enters Region_247 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_250 <gen>)
move 3 9
Events
Unit - A unit enters Region_250 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_253 <gen>)
move 3 10
Events
Unit - A unit enters Region_253 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_256 <gen>)
move 3 11
Events
Unit - A unit enters Region_256 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_259 <gen>)
move 3 12
Events
Unit - A unit enters Region_259 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_262 <gen>)
move 3 13
Events
Unit - A unit enters Region_262 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_265 <gen>)
move 3 14
Events
Unit - A unit enters Region_265 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_270 <gen>)
move 3 15
Events
Unit - A unit enters Region_270 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_271 <gen>)
move 3 16
Events
Unit - A unit enters Region_271 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_274 <gen>)
move 3 17
Events
Unit - A unit enters Region_274 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Frozen Infernal
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_279 <gen>)
Red Dies
Events
Unit - Frozen Infernal 0001 <gen> Dies
Conditions
Actions
Trigger - Turn off Red_slide <gen>
Trigger - Turn off Red_slide_turn <gen>
Blue Dies
Events
Unit - Frozen Infernal 0002 <gen> Dies
Conditions
Actions
Trigger - Turn off Blue_slide <gen>
Trigger - Turn off Blue_slide_turn <gen>
Teal Dies
Events
Unit - Frozen Infernal 0003 <gen> Dies
Conditions
Actions
Trigger - Turn off Teal_slide <gen>
Trigger - Turn off Teal_slide_turn <gen>
Purple Dies
Events
Unit - Frozen Infernal 0004 <gen> Dies
Conditions
Actions
Trigger - Turn off Purple_slide <gen>
Trigger - Turn off Purple_slide_turn <gen>
Yellow Dies
Events
Unit - Frozen Infernal 0005 <gen> Dies
Conditions
Actions
Trigger - Turn off Yellow_slide <gen>
Trigger - Turn off Yellow_slide_turn <gen>
Orange Dies
Events
Unit - Frozen Infernal 0006 <gen> Dies
Conditions
Actions
Trigger - Turn off Orange_slide <gen>
Trigger - Turn off Orange_slide_turn <gen>
Green Dies
Events
Unit - Frozen Infernal 0007 <gen> Dies
Conditions
Actions
Trigger - Turn off Green_slide <gen>
Trigger - Turn off Green_slide_turn <gen>
Pink Dies
Events
Unit - Frozen Infernal 0008 <gen> Dies
Conditions
Actions
Trigger - Turn off Pink_slide <gen>
Trigger - Turn off Pink_slide_turn <gen>
Gray Dies
Events
Unit - Frozen Infernal 0009 <gen> Dies
Conditions
Actions
Trigger - Turn off Gray_slide <gen>
Trigger - Turn off Gray_slide_turn <gen>
Light Blue Dies
Events
Unit - Frozen Infernal 0010 <gen> Dies
Conditions
Actions
Trigger - Turn off Light_Blue_slide <gen>
Trigger - Turn off Light_Blue_slide_turn <gen>
Dark Green Dies
Events
Unit - Frozen Infernal 0011 <gen> Dies
Conditions
Actions
Trigger - Turn off Dark_Green_slide <gen>
Trigger - Turn off Dark_Green_slide_turn <gen>
Red no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0001 <gen> from the game
Red left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0001 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 1 (Red)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Blue no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0002 <gen> from the game
Blue left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0002 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 2 (Blue)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Teal no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0003 <gen> from the game
Teal left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0003 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 3 (Teal)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Purple no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0004 <gen> from the game
Purple left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0004 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 4 (Purple)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Yellow no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0005 <gen> from the game
Yellow left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0005 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 5 (Yellow)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Orange no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0006 <gen> from the game
Orange left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0006 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 6 (Orange)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Green no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0007 <gen> from the game
Green left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0007 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 7 (Green)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Pink no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0008 <gen> from the game
Pink left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0008 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 8 (Pink)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Gray no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0009 <gen> from the game
Gray left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0009 <gen> from the game
Game - Display to (All players) the text: ((Name of Player 9 (Gray)) + has left the game.)
Trigger - Turn off (This trigger)
Light Blue no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0010 <gen> from the game
Light Blue left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0010 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 10 (Light Blue)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Dark Green no player
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Is unused
Actions
Unit - Remove Frozen Infernal 0011 <gen> from the game
Dark Green left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Actions
Unit - Remove Frozen Infernal 0011 <gen> from the game
Game - Display to (All players) for 1.00 seconds the text: ((Name of Player 11 (Dark Green)) + left the game.)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Finish
Events
Unit - A unit enters Finish <gen>
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Triggering unit) named Frozen Infernal : Play No sound and display I can feel the warmth coming threw... . Modify duration: Add 6.00 seconds and Wait
Wait 0.50 seconds
Unit - Order (Triggering unit) to Move To . (Center of Finish <gen>)
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - 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 - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Defeat Player 12 (Brown) with the message: Defeat!
Mages
Events
Unit - A unit enters Checkpoint_4 <gen>
Conditions
Actions
Trigger - Turn on Mages <gen>
tanks
Events
Unit - A unit enters Checkpoint_5 <gen>
Conditions
Actions
Trigger - Turn on Spawn <gen>
Fog of war
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Enable black mask
Level 1
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Vision_level_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Vision_level_1 <gen>
Level 2
Events
Unit - A unit enters Checkpoint_1 <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_2_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_2_2 <gen>
Level 3
Events
Unit - A unit enters Checkpoint_2 <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Vision_level_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Vision_level_3 <gen>
Level 4
Events
Unit - A unit enters Checkpoint_3 <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_4 <gen>
Level 5
Events
Unit - A unit enters Checkpoint_4 <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_5 <gen>
Level 6
Events
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across vision_level_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across vision_level_6 <gen>
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