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Triggers
Ghoul Blood v3.w3x
Variables
Spawn
Spawn Red
Spawn Blue
Spawn Teal
Spawn Purple
Spawn Yellow
Spawn Orange
Spawn Green
Spawn Pink
DisableSpawn
DisableRed
DisableBlue
DisableTeal
DisablePurple
DisableYellow
DisableOrange
DisableGreen
DisablePink
DisableSpawnClosed
RedClosed
BlueClosed
TealClosed
PurpleClosed
YellowClosed
OrangeClosed
GreenClosed
PinkClosed
Mass Move
Move Red to Red
Move Red to Blue
Move Red to Teal
Move Red to Purple
Move Red to Yellow
Move Red to Orange
Move Red to Green
Move Red to Pink
Move Red to Middle
Shop/Teams/Bounty
Shop Teams Bounty
Victory
RedBlue
MoveHeroes
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Defeat
Red Lost
Blue Lost
Teal Lost
Purple Lost
Yellow Lost
Orange Lost
Green Lost
Pink Lost
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
Spawn Red
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 1 (Red) at (Center of Red <gen>) facing Default building facing degrees
Spawn Blue
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 2 (Blue) at (Center of Blue <gen>) facing Default building facing degrees
Spawn Teal
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Center of Teal <gen>) facing Default building facing degrees
Spawn Purple
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 4 (Purple) at (Center of Purple <gen>) facing Default building facing degrees
Spawn Yellow
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 5 (Yellow) at (Center of Yellow <gen>) facing Default building facing degrees
Spawn Orange
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 6 (Orange) at (Center of Orange <gen>) facing Default building facing degrees
Spawn Green
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 7 (Green) at (Center of Green <gen>) facing Default building facing degrees
Spawn Pink
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ghoul for Player 8 (Pink) at (Center of Pink <gen>) facing Default building facing degrees
DisableRed
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Red <gen>
Unit - Kill The Great Ziggurat 0024 <gen>
Unit - Kill Death Tower 0037 <gen>
Unit - Kill Death Tower 0036 <gen>
DisableBlue
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Blue <gen>
Unit - Kill The Great Ziggurat 0025 <gen>
Unit - Kill Death Tower 0034 <gen>
Unit - Kill Death Tower 0035 <gen>
DisableTeal
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Teal <gen>
Unit - Kill The Great Ziggurat 0026 <gen>
Unit - Kill Death Tower 0048 <gen>
Unit - Kill Death Tower 0049 <gen>
DisablePurple
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Purple <gen>
Unit - Kill The Great Ziggurat 0027 <gen>
Unit - Kill Death Tower 0047 <gen>
Unit - Kill Death Tower 0046 <gen>
DisableYellow
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Yellow <gen>
Unit - Kill The Great Ziggurat 0028 <gen>
Unit - Kill Death Tower 0044 <gen>
Unit - Kill Death Tower 0045 <gen>
DisableOrange
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Orange <gen>
Unit - Kill The Great Ziggurat 0029 <gen>
Unit - Kill Death Tower 0042 <gen>
Unit - Kill Death Tower 0043 <gen>
DisableGreen
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Green <gen>
Unit - Kill Death Tower 0040 <gen>
Unit - Kill Death Tower 0041 <gen>
Unit - Kill The Great Ziggurat 0030 <gen>
DisablePink
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Trigger - Turn off Spawn_Pink <gen>
Unit - Kill The Great Ziggurat 0031 <gen>
Unit - Kill Death Tower 0039 <gen>
Unit - Kill Death Tower 0038 <gen>
RedClosed
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Red <gen>
Unit - Kill Death Tower 0037 <gen>
Unit - Kill Photon Cannon 0067 <gen>
Unit - Kill Death Tower 0036 <gen>
Unit - Remove The Great Ziggurat 0024 <gen> from the game
BlueClosed
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Blue <gen>
Unit - Kill Death Tower 0034 <gen>
Unit - Kill Death Tower 0035 <gen>
Unit - Remove The Great Ziggurat 0025 <gen> from the game
Unit - Kill Photon Cannon 0068 <gen>
TealClosed
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Teal <gen>
Unit - Kill Death Tower 0048 <gen>
Unit - Kill Death Tower 0049 <gen>
Unit - Remove The Great Ziggurat 0026 <gen> from the game
Unit - Kill Photon Cannon 0069 <gen>
PurpleClosed
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Purple <gen>
Unit - Kill Death Tower 0047 <gen>
Unit - Kill Death Tower 0046 <gen>
Unit - Remove The Great Ziggurat 0027 <gen> from the game
Unit - Kill Photon Cannon 0070 <gen>
YellowClosed
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Yellow <gen>
Unit - Kill Death Tower 0044 <gen>
Unit - Kill Death Tower 0045 <gen>
Unit - Remove The Great Ziggurat 0028 <gen> from the game
Unit - Kill Photon Cannon 0071 <gen>
OrangeClosed
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Orange <gen>
Unit - Kill Death Tower 0042 <gen>
Unit - Kill Death Tower 0043 <gen>
Unit - Remove The Great Ziggurat 0029 <gen> from the game
Unit - Kill Photon Cannon 0067 <gen>
GreenClosed
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Green <gen>
Unit - Kill Death Tower 0040 <gen>
Unit - Kill Death Tower 0041 <gen>
Unit - Remove The Great Ziggurat 0030 <gen> from the game
Unit - Kill Photon Cannon 0067 <gen>
PinkClosed
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Trigger - Turn off Spawn_Pink <gen>
Unit - Kill Death Tower 0039 <gen>
Unit - Kill Death Tower 0038 <gen>
Unit - Remove The Great Ziggurat 0031 <gen> from the game
Unit - Kill Photon Cannon 0067 <gen>
Move Red to Red
Events
Unit - A unit enters Mass_Red <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or ((Owner of (Triggering unit)) Equal to Player 8 (Pink))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Red <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Blue
Events
Unit - A unit enters Mass_Blue <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Blue <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Teal
Events
Unit - A unit enters Mass_Teal <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Teal <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Purple
Events
Unit - A unit enters Mass_Purple <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Purple <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Yellow
Events
Unit - A unit enters Mass_Yellow <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Yellow <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Orange
Events
Unit - A unit enters Mass_Orange <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Orange <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Green
Events
Unit - A unit enters Mass_Green <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Green <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Pink
Events
Unit - A unit enters Mass_Pink <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Pink <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Move Red to Middle
Events
Unit - A unit enters Mass_Middle <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or (((Owner of (Triggering unit)) Equal to Player 3 (Teal)) or (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or (((Owner of (Triggering unit)) Equal to Player 6 (Orange)) or (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))))))))
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Middle <gen>)
Unit - Move (Triggering unit) instantly to (Center of MassMovers <gen>)
Shop Teams Bounty
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Basic with the description These are the basics of the game.Every 5 seconds you get a ghoul spawned at your ziggurat. You use the Massers in the Bottom Right corner.Moving your small spirit onto a beacon will move all your ghouls and heroes to the color (gray being middle).Your main objective is for you and your teammate to eliminate the other teams (2 Players per Team, 4 teams)Note: There are no victory/defeat triggers, leave whenever you want to, I do this so that if the players want to chat after the game is over they may do so instead of searching up each players names after-game. , using icon path ReplaceableTextures\CommandButtons\BTNSell.blp
Quest - Create a Required quest titled Heroes with the description There are five heroes so far in the Game, both can be summoned at the Crypt, later versions more units may be added. , using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
Quest - Create a Required quest titled The Super Ghoul with the description The Super Ghoul is the first hero in the Crypt, double HP, +2 damage but no healing, it takes the same upgrades as the normal ghoul. , using icon path ReplaceableTextures\CommandButtons\BTNGhoul.blp
Quest - Create a Required quest titled The Death Knight with the description The Death Knight is a hero that actually uses levels! (Oh my god! No way!) The Death Knight uses auras and no offensive skills or any ultimate. That may be for later heroes. , using icon path ReplaceableTextures\CommandButtons\BTNHeroDeathKnight.blp
Quest - Create a Required quest titled Angel of Death with the description The Angel of Death is the ONLY air unit, and can be pretty useful when you finally get one, expensive, useful. , using icon path ReplaceableTextures\CommandButtons\BTNGargoyle.blp
Quest - Create a Required quest titled The Abomination with the description The Abomination is a large unit, cleaving attack, massive HP and damage. Can be very helpful in large situations. , using icon path ReplaceableTextures\CommandButtons\BTNAbomination.blp
Quest - Create a Required quest titled Destroyer Abomination with the description The Destroyer Abomination is like the Infested Terran in StarCraft. Or also the Goblin Sapper, its just one big suicide bomber.Use wisley. , using icon path ReplaceableTextures\CommandButtons\BTNAbomination.blp
Quest - Create a Optional quest titled The Crypt with the description The Crypt is what summons the heroes into the Battlefield, they all cost gold and can be EXTREMLEY useful early or even later in the game. , using icon path ReplaceableTextures\CommandButtons\BTNCrypt.blp
Quest - Create a Optional quest titled The Graveyard with the description The Graveyard is just like it is in Melee games, the upgrade-center. It can upgrade the HP of the Death Knight once, plus the Ghoul Upgrades available both to the hero and unit (discluding Death Knight). , using icon path ReplaceableTextures\CommandButtons\BTNGraveyard.blp
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
For each (Integer A) from 1 to 11 , do (Actions)
Loop - Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
RedBlue
Events
Conditions
Actions
Red
Events
Unit - A unit enters RedBlue <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Triggering unit) instantly to (Center of Red <gen>)
Blue
Events
Unit - A unit enters RedBlue <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Triggering unit) instantly to (Center of Blue <gen>)
Teal
Events
Unit - A unit enters TealPurple <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Move (Triggering unit) instantly to (Center of Teal <gen>)
Purple
Events
Unit - A unit enters TealPurple <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Move (Triggering unit) instantly to (Center of Purple <gen>)
Yellow
Events
Unit - A unit enters YellowOrange <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Move (Triggering unit) instantly to (Center of Yellow <gen>)
Orange
Events
Unit - A unit enters YellowOrange <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Move (Triggering unit) instantly to (Center of Orange <gen>)
Green
Events
Unit - A unit enters PinkGreen <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Move (Triggering unit) instantly to (Center of Green <gen>)
Pink
Events
Unit - A unit enters PinkGreen <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Move (Triggering unit) instantly to (Center of Pink <gen>)
Red Lost
Events
Unit - The Great Ziggurat 0024 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Red has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Red <gen>
Blue Lost
Events
Unit - The Great Ziggurat 0025 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Blue has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Blue <gen>
Teal Lost
Events
Unit - The Great Ziggurat 0026 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Teal has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Teal <gen>
Purple Lost
Events
Unit - The Great Ziggurat 0027 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Purple has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Purple <gen>
Yellow Lost
Events
Unit - The Great Ziggurat 0028 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Yellow has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Yellow <gen>
Orange Lost
Events
Unit - The Great Ziggurat 0029 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Orange has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Orange <gen>
Green Lost
Events
Unit - The Great Ziggurat 0030 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Green has been defeated, but can stay and watch the game as you all DIE.
Trigger - Turn off Spawn_Green <gen>
Pink Lost
Events
Unit - The Great Ziggurat 0031 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Pink has been defeated, but can stay and watch the game as you all DIE.
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