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Triggers
Grand Theft Auto Beta 1.0.w3x
Variables
>>Starting Notes<<
Starting Notes
Starting Notes
>>Doors<<
Invuln Doors
Invuln Doors
Open/Close Garage
Open
Close
Tooltip Door
Doors Int Open
Door Int Open
>>Steal Cars<<
Steal
Remove Bike
Steal Car
Leave Car
Car Dies
Leave Car
>>Cops<<
Anger Cops
Anger Cops
Murder
Theft
Robbery
Leaving The City 1
Leaving The City 2
Leaving The City 3
Attract Attention
AttractC
AttractHP
Stealing CarsC
Stealing CarsHP
Respawn Cops
Respawn Cops
Respawn HighWay Patrol
Return To base
WaterWayCop
WaterWayHWP
BridgeCop
BridgeHWP
>>Zoo<<
Enter/Exit
Enter
Exit
ToolTip
ToolTipZoo
>>HighWay<<
Cars
Motor Cycle
MiniVan
Pollice Car
Semi
Cars Move
Auto Move 1
Auto Move 2
Remove 1
Remove 2
>>Mala Gang<<
Alliances
Piss
Init
Respawn
Respawn Mala Gangsters
Random Attacks
Random Attacks
Join
Join Tooltip
Initiation
Completed
>>House Of The Dead<<
Revive Skeletons
Revive Skeletons
>>Trojan Gang<<
Alliances
Piss Trojan
Init Trojan
Respawn Trojans
Respawn Trojans
Random Attacks
Random Attacks Trojans
Join
Join Tooltip Trojan
Initiation Trojan
Completed Copy
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
Starting Notes
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: >>Welcome To Grand Theft Auto<<Made by Megamax. (AKA TheLegondaryone, Dr.Idiot, Mr.Pockets00000)>GLA Sniper Model by qassamzed>Submerger/Speed Boat Model by RightField >Semi-Truck Model by Kofi_Banan>Alien MotorCycle Model by Mc ! >Police Car Model by skrab
Invuln Doors
Events
Map initialization
Conditions
Actions
Destructible - Make Demonic Gate 0000 <gen> Invulnerable
Open
Events
Unit - A unit enters Open <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Destructible - Open Demonic Gate 0000 <gen>
Close
Events
Unit - A unit enters Close <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Destructible - Close Demonic Gate 0000 <gen>
Tooltip Door
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Open Garage at (Center of Open <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Close Garage at (Center of Close <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Door Int Open
Events
Map initialization
Conditions
Actions
Destructible - Open Demonic Gate 0001 <gen>
Remove Bike
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Motor-Cycle
Actions
Unit - Remove (Triggering unit) from the game
Steal Car
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hijack
Actions
Unit - Hide (Casting unit)
Car Dies
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Unhide (Random unit from (Units of type Player))
Unit - Move (Random unit from (Units of type Player)) instantly to (Position of (Triggering unit))
Leave Car
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Leave Car (Neutral Hostile)
Actions
Unit - Order (Triggering unit) to Stop .
Unit - Change ownership of (Triggering unit) to Player 10 (Light Blue) and Change color
Unit - Unhide (Random unit from (Units of type Player))
Unit - Move (Random unit from (Units of type Player)) instantly to (Position of (Triggering unit))
Anger Cops
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
(Unit-type of (Triggering unit)) Equal to Cop
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: You messed with the cops and now they are angry. What did you expect?
Trigger - Turn off (This trigger)
Murder
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: Murder! The cops are after you now.
Trigger - Turn off (This trigger)
Theft
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Hijack
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: Theft! The cops will hunt you down now little boy.
Trigger - Turn off (This trigger)
Robbery
Events
Unit - A unit enters Robbery <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Unit - Create 3 . Cop for Player 2 (Blue) at (Center of Creat_Police <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Your robbing the bank. Some police have grouped around the entrance of the bank to try to stop you.
Trigger - Turn off (This trigger)
Leaving The City 1
Events
Unit - A unit enters Back_to_Base_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: You have left the city. I hope you are prepared, the cops will come after you like wild hawks.
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Trigger - Turn off Leaving_The_City_2 <gen>
Trigger - Turn off Leaving_The_City_3 <gen>
Trigger - Turn off (This trigger)
Leaving The City 2
Events
Unit - A unit enters Back_to_Base_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: You have left the city. I hope you are prepared, the cops will come after you like wild hawks.
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Trigger - Turn off Leaving_The_City_1 <gen>
Trigger - Turn off Leaving_The_City_3 <gen>
Trigger - Turn off (This trigger)
Leaving The City 3
Events
Unit - A unit enters Leaving_City <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: You have left the city. I hope you are prepared, the cops will come after you like wild hawks.
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Trigger - Turn off Leaving_The_City_1 <gen>
Trigger - Turn off Leaving_The_City_2 <gen>
Trigger - Turn off (This trigger)
AttractC
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type Cop) to Attack-Move To . (Position of (Triggering unit))
AttractHP
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type HighWay Patrol) to Attack-Move To . (Position of (Triggering unit))
Stealing CarsC
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hijack
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type Cop) to Attack-Move To . (Position of (Triggering unit))
Stealing CarsHP
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hijack
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type HighWay Patrol) to Attack-Move To . (Position of (Triggering unit))
Respawn Cops
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Cop
Actions
Wait 40.00 seconds
Unit - Create 1 . Cop for Player 2 (Blue) at (Random point in Officer_Respawn <gen>) facing Default building facing degrees
Respawn HighWay Patrol
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to HighWay Patrol
Actions
Wait 40.00 seconds
Unit - Create 1 . HighWay Patrol for Player 2 (Blue) at (Random point in HighWay_Patrol_Respawn <gen>) facing Default building facing degrees
WaterWayCop
Events
Unit - A unit enters Back_to_Base_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Cop
Actions
Unit - Move (Triggering unit) instantly to (Center of Officer_Respawn <gen>)
WaterWayHWP
Events
Unit - A unit enters Back_to_Base_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to HighWay Patrol
Actions
Unit - Move (Triggering unit) instantly to (Center of HighWay_Patrol_Respawn <gen>)
BridgeCop
Events
Unit - A unit enters Back_to_Base_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Cop
Actions
Unit - Move (Triggering unit) instantly to (Center of Officer_Respawn <gen>)
BridgeHWP
Events
Unit - A unit enters Back_to_Base_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to HighWay Patrol
Actions
Unit - Move (Triggering unit) instantly to (Center of HighWay_Patrol_Respawn <gen>)
Enter
Events
Unit - A unit enters Enter <gen>
Conditions
(Player 1 (Red) Current gold) Greater than or equal to 5
(Unit-type of (Triggering unit)) Equal to Player
Actions
Player - Add -5 to Player 1 (Red) . Current gold
Unit - Move (Triggering unit) instantly to (Center of In_Zoo <gen>)
Exit
Events
Unit - A unit enters Exit <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Player
Actions
Unit - Move (Triggering unit) instantly to (Center of Out_Zoo <gen>)
ToolTipZoo
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Entree Fee: $5 at (Center of Enter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Motor Cycle
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Motor-Cycle for Player 10 (Light Blue) at (Random point in Spawn_Cars_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Motor-Cycle for Player 10 (Light Blue) at (Random point in Spawn_Cars_2 <gen>) facing Default building facing degrees
MiniVan
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Mini-Van for Player 10 (Light Blue) at (Random point in Spawn_Cars_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Mini-Van for Player 10 (Light Blue) at (Random point in Spawn_Cars_2 <gen>) facing Default building facing degrees
Pollice Car
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Police Car for Player 10 (Light Blue) at (Random point in Spawn_Cars_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Police Car for Player 10 (Light Blue) at (Random point in Spawn_Cars_2 <gen>) facing Default building facing degrees
Semi
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Semi-Truck for Player 10 (Light Blue) at (Random point in Spawn_Cars_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Semi-Truck for Player 10 (Light Blue) at (Random point in Spawn_Cars_2 <gen>) facing Default building facing degrees
Auto Move 1
Events
Unit - A unit enters Spawn_Cars_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Remove_Cars_1 <gen>)
Auto Move 2
Events
Unit - A unit enters Spawn_Cars_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Remove_Cars_2 <gen>)
Remove 1
Events
Unit - A unit enters Remove_Cars_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Remove (Triggering unit) from the game
Remove 2
Events
Unit - A unit enters Remove_Cars_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Remove (Triggering unit) from the game
Piss
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: You messed with the mala gang.... and they are mad. Good job. No drugs for you!
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Enemy
Trigger - Turn off Initiation <gen>
Trigger - Turn off (This trigger)
Init
Events
Map initialization
Conditions
Actions
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
Respawn Mala Gangsters
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Mala Gang Member
Actions
Wait 10.00 seconds
Unit - Create 1 . Mala Gang Member for Player 11 (Dark Green) at (Center of The_Mala_Gang <gen>) facing Default building facing degrees
Random Attacks
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Join Tooltip
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Join Mala Gang at (Center of Join_Mala_Gang <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Initiation
Events
Unit - A unit enters Join_Mala_Gang <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Player
Actions
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy
Trigger - Turn off (This trigger)
Trigger - Turn off Initiation_Trojan <gen>
Game - Display to (All players) the text: Mala Ganster: So you wanna join our gang, huh? If you wanna join, you gotta pass our test. The test is to kill the Chief of the police, who just arrived at the police station now. Good Luck.
Unit - Create 1 . Chief Of Police for Player 2 (Blue) at (Center of Officer_Respawn <gen>) facing Default building facing degrees
Completed
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Chief Of Police
Actions
Item - Create Mala Gang ShotGun at (Center of Join_Mala_Gang <gen>)
Item - Create Mala Gang Uniform at (Center of Join_Mala_Gang <gen>)
Game - Display to (All players) the text: Mala Gang Member: Good Job, Kid. Your in. Get over here and we will give you your Mala Gang uniform.
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
Unit - Change color of (Random unit from (Units of type Player)) to Dark Green
Revive Skeletons
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Skeleton Warrior
Actions
Unit - Create 1 . Skeleton Warrior for Neutral Hostile at (Random point in Skeleton_House <gen>) facing Default building facing degrees
Piss Trojan
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: You messed with the trojan gang.... and they are mad. Good job. No drugs for you!
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Trigger - Turn off (This trigger)
Trigger - Turn off Initiation_Trojan <gen>
Init Trojan
Events
Map initialization
Conditions
Actions
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Enemy
Respawn Trojans
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Trojan Gang Member
Actions
Wait 10.00 seconds
Unit - Create 1 . Trojan Gang Member for Player 12 (Brown) at (Center of Respawn_Trojans <gen>) facing Default building facing degrees
Random Attacks Trojans
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Units of type Trojan Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Trojan Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Trojan Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Unit - Order (Random unit from (Units of type Trojan Gang Member)) to Attack-Move To . (Position of (Random unit from (Units owned by Player 10 (Light Blue).)))
Join Tooltip Trojan
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Join Trojan Gang at (Center of Join_Trojans <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Initiation Trojan
Events
Unit - A unit enters Join_Trojans <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Player
Actions
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Enemy
Trigger - Turn off (This trigger)
Trigger - Turn off Initiation <gen>
Game - Display to (All players) the text: Trojan Gangster: So you wanna join our gang, huh? If you wanna join, you gotta pass our test. This test is to kill the High Way Patrol Chief, who just showed up at thier base.
Unit - Create 1 . High Way Patrol Chief for Player 2 (Blue) at (Center of HighWay_Patrol_Respawn <gen>) facing Default building facing degrees
Completed Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to High Way Patrol Chief
Actions
Item - Create Trojan Gang Uniform at (Center of Join_Trojans <gen>)
Item - Create Trojan Gang ShotGun at (Center of Join_Trojans <gen>)
Game - Display to (All players) the text: Trojan Gang Member: Good Job, Kid. Your in. Get over here and we will give you your Trojan Gang uniform.
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
Unit - Change color of (Random unit from (Units of type Player)) to Brown
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