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Triggers
Grand Theft Auto Vice City V1.23.w3m
Variables
Initialisierung
autoeinheitunbesiegbar
autoeinheitunbesiegbar Kopieren
removen
Nahkampf-Initialisierung
car1
createn
createn2
move
move2
move3
move4
move5
move6
move7
move8
move9
move10
move11
move12
move13
car2
createn Kopieren
move21
move22
move23
move24
move25
move26
move27
move28
move29
move210
scar
createn Kopieren Kopieren
move31
move32
move33
move34
f1car
createn Kopieren Kopieren Kopieren
move41
move42
move43
move44
menschen
createn 33
createn 333
createn 44
b1
b2
b3
b4
b5
b6
FUNundmehr
goldinstadt
goldinbaseTEAM1
goldinbaseTEAM2
panzerxxx
panzer
panzer2
gebaeudezerstren
smallhouse
house
bighouse
mention
factory
BANK
rein
raus
Nothin
Untitled Trigger 001
autosUNDkillen
createn1
createn111
team1und2
autos
autosstirbt
autosstirbt2
Leader Board
Setup
team111
Update Leaderboard
WIN
winteam1
winteam2
kaufen
kaufen
kaufen2
Creation
cops
kids
gold
make house
HELPsystem
Untitled Category
Untitled Trigger 001 Copy
Untitled Trigger 002
Untitled Trigger 002 Copy
Untitled Trigger 002 Copy Copy
Untitled Trigger 002 Copy Copy 2
Untitled Trigger 002 Copy Copy 3
Untitled Trigger 002 Copy Copy 4
Untitled Trigger 002 Copy Copy 5
Untitled Trigger 002 Copy Copy 6
Untitled Trigger 002 Copy Copy 7
Untitled Trigger 002 Copy Copy 8
Untitled Trigger 002 Copy Copy 9
Untitled Trigger 002 Copy Copy 10
Name
Type
is_array
initial_value
points
integer
Yes
TEAM1
force
No
TEAM2
force
No
autoeinheitunbesiegbar
Events
Unit - A unit enters autoeinheit <gen>
Conditions
Actions
Unit - Make (Entering unit) Invulnerable
autoeinheitunbesiegbar Kopieren
Events
Unit - A unit leaves autoeinheit <gen>
Conditions
Actions
Unit - Make (Leaving unit) Vulnerable
removen
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Neutral Passive . Dies
Unit - A unit owned by Neutral Victim . Dies
Conditions
Actions
Wait 3.00 seconds
Unit - Remove (Dying unit) from the game
Vorgegebene Nahkampf-Spielinitialisierung für alle Spieler
Nahkampf-Initialisierung
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across ALLESstadt <gen>)
Player Group - Add Player 1 (Red) to TEAM1
Player Group - Add Player 2 (Blue) to TEAM1
Player Group - Add Player 3 (Teal) to TEAM1
Player Group - Add Player 4 (Purple) to TEAM1
Player Group - Add Player 5 (Yellow) to TEAM1
Player Group - Add Player 6 (Orange) to TEAM1
Player Group - Add Player 7 (Green) to TEAM2
Player Group - Add Player 8 (Pink) to TEAM2
Player Group - Add Player 9 (Gray) to TEAM2
Player Group - Add Player 10 (Light Blue) to TEAM2
Player Group - Add Player 11 (Dark Green) to TEAM2
Player Group - Add Player 12 (Brown) to TEAM2
Player Group - Pick every player in TEAM1 and do (Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across TEAM2ALLESbase <gen>)
Player Group - Pick every player in TEAM2 and do (Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across TEAM1ALLESbase <gen>)
Player Group - Pick every player in (All players) and do (If (((Picked player) slot status) Equal to Is playing) then do (Create 1.Gangster (no weapon) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing))
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 2000)
createn
Events
Time - Every 15.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Jeep))) Less than 30
Actions
Unit - Create 1 . Jeep for Neutral Passive at (Center of m13 <gen>) facing Default building facing degrees
createn2
Events
Time - Every 15.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Jeep))) Less than 30
Actions
Unit - Create 1 . Jeep for Neutral Passive at (Center of m7 <gen>) facing Default building facing degrees
move
Events
Unit - A unit enters m13 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m1 <gen>)
move2
Events
Unit - A unit enters m1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m2 <gen>)
move3
Events
Unit - A unit enters m2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m3 <gen>)
move4
Events
Unit - A unit enters m3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m4 <gen>)
move5
Events
Unit - A unit enters m4 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m5 <gen>)
move6
Events
Unit - A unit enters m5 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m6 <gen>)
move7
Events
Unit - A unit enters m6 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m7 <gen>)
move8
Events
Unit - A unit enters m7 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m8 <gen>)
move9
Events
Unit - A unit enters m8 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m9 <gen>)
move10
Events
Unit - A unit enters m9 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m10 <gen>)
move11
Events
Unit - A unit enters m10 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m11 <gen>)
move12
Events
Unit - A unit enters m11 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m12 <gen>)
move13
Events
Unit - A unit enters m12 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Jeep
Actions
Unit - Order (Entering unit) to Move To . (Center of m13 <gen>)
createn Kopieren
Events
Time - Every 18.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Corvette))) Less than 30
Actions
Unit - Create 1 . Corvette for Neutral Passive at (Center of m10 <gen>) facing Default building facing degrees
move21
Events
Unit - A unit enters m10 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m16 <gen>)
move22
Events
Unit - A unit enters m16 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m1 <gen>)
move23
Events
Unit - A unit enters m1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m14 <gen>)
move24
Events
Unit - A unit enters m14 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m5 <gen>)
move25
Events
Unit - A unit enters m5 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m6 <gen>)
move26
Events
Unit - A unit enters m6 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m15 <gen>)
move27
Events
Unit - A unit enters m15 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m16 <gen>)
move28
Events
Unit - A unit enters m16 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m12 <gen>)
move29
Events
Unit - A unit enters m12 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m11 <gen>)
move210
Events
Unit - A unit enters m11 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Corvette
Actions
Unit - Order (Entering unit) to Move To . (Center of m10 <gen>)
createn Kopieren Kopieren
Events
Time - Every 20.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Harley Davidson))) Less than 20
Actions
Unit - Create 1 . Harley Davidson for Neutral Passive at (Center of m4 <gen>) facing Default building facing degrees
move31
Events
Unit - A unit enters m4 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Harley Davidson
Actions
Unit - Order (Entering unit) to Move To . (Center of m7 <gen>)
move32
Events
Unit - A unit enters m7 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Harley Davidson
Actions
Unit - Order (Entering unit) to Move To . (Center of m8 <gen>)
move33
Events
Unit - A unit enters m8 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Harley Davidson
Actions
Unit - Order (Entering unit) to Move To . (Center of m3 <gen>)
move34
Events
Unit - A unit enters m3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Harley Davidson
Actions
Unit - Order (Entering unit) to Move To . (Center of m4 <gen>)
createn Kopieren Kopieren Kopieren
Events
Time - Every 16.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Security Car (speed=1)))) Less than 10
Actions
Unit - Create 1 . Security Car (speed=1) for Neutral Passive at (Center of m15 <gen>) facing Default building facing degrees
move41
Events
Unit - A unit enters m15 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Security Car (speed=1)
Actions
Unit - Order (Entering unit) to Move To . (Center of m16 <gen>)
move42
Events
Unit - A unit enters m16 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Security Car (speed=1)
Actions
Unit - Order (Entering unit) to Move To . (Center of m1 <gen>)
move43
Events
Unit - A unit enters m1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Security Car (speed=1)
Actions
Unit - Order (Entering unit) to Move To . (Center of m14 <gen>)
move44
Events
Unit - A unit enters m14 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Security Car (speed=1)
Actions
Unit - Order (Entering unit) to Move To . (Center of m15 <gen>)
createn 33
Events
Time - Every 7.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Man (Male)))) Less than 25
Actions
Unit - Create 1 . Man (Male) for Neutral Passive at (Center of b3 <gen>) facing Default building facing degrees
createn 333
Events
Time - Every 7.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Man (Male)))) Less than 25
Actions
Unit - Create 1 . Man (Male) for Neutral Passive at (Center of b6 <gen>) facing Default building facing degrees
createn 44
Events
Time - Every 12.00 seconds of game time
Conditions
(Number of units in (Units in ALLES <gen> matching ((Unit-type of (Matching unit)) Equal to Woman (Female)))) Less than 20
Actions
Unit - Create 1 . Woman (Female) for Neutral Passive at (Center of b5 <gen>) facing Default building facing degrees
b1
Events
Unit - A unit enters b1 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b2 <gen>)
b2
Events
Unit - A unit enters b2 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b3 <gen>)
b3
Events
Unit - A unit enters b3 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b4 <gen>)
b4
Events
Unit - A unit enters b4 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b5 <gen>)
b5
Events
Unit - A unit enters b5 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b6 <gen>)
b6
Events
Unit - A unit enters b6 <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Man (Male)) or ((Unit-type of (Entering unit)) Equal to Woman (Female))
Actions
Unit - Order (Entering unit) to Move To . (Center of b1 <gen>)
goldinstadt
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Gold (kill me) for Neutral Hostile at (Random point in ALLESstadt <gen>) facing Default building facing degrees
goldinbaseTEAM1
Events
Time - Every 20.00 seconds of game time
Conditions
(Number of units in (Units in TEAMeinsSTART <gen> matching ((Unit-type of (Matching unit)) Equal to Gold (kill me)))) Less than 5
Actions
Unit - Create 1 . Gold (kill me) for Neutral Hostile at (Center of TEAMeinsSTART <gen>) facing Default building facing degrees
goldinbaseTEAM2
Events
Time - Every 20.00 seconds of game time
Conditions
(Number of units in (Units in TEAMzweiSTART <gen> matching ((Unit-type of (Matching unit)) Equal to Gold (kill me)))) Less than 5
Actions
Unit - Create 1 . Gold (kill me) for Neutral Hostile at (Center of TEAMzweiSTART <gen>) facing Default building facing degrees
panzerxxx
Events
Unit - Flying Sheep 0311 <gen> Dies
Conditions
Actions
Destructible - Remove Cityscape Summer Tree Wall 0129 <gen>
panzer
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Tank for Neutral Passive at (Center of panzer <gen>) facing Default building facing degrees
Unit - Create 1 . Attack me ! for Neutral Passive at (Center of panzer <gen>) facing Default building facing degrees
panzer2
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Attack me !
Actions
Unit - Create 1 . Tank for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Killing unit)) to (Position of (Last created unit)) over 0 seconds
smallhouse
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Small House 1 0
Actions
If ((Random integer number between 1 and 10) Equal to 10) then do (Create 5.Cop for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in policeGO <gen> owned by Neutral Hostile)) Greater than 0) then do (Display to (Player group((Owner of (Killing unit)))) the text: Police is coming !) else do (Do nothing)
Unit - Create 2 . Aggressive Human for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 2 . Woman (Female) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 300 to (Owner of (Killing unit)) . Current gold
If ((Random integer number between 1 and 5) Equal to 5) then do (Create Heal Potion at (Position of (Dying unit))) else do (Do nothing)
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 5)
Unit Group - Pick every unit in (Units in policeGO <gen>) and do (Order (Picked unit) to Attack.(Killing unit))
house
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to House 1 3
Actions
If ((Random integer number between 1 and 9) Equal to 9) then do (Create 5.Cop for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in policeGO <gen> owned by Neutral Hostile)) Greater than 0) then do (Display to (Player group((Owner of (Killing unit)))) the text: Police is coming !) else do (Do nothing)
Unit - Create 5 . Aggressive Human for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Woman (Female) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 1500 to (Owner of (Killing unit)) . Current gold
If ((Random integer number between 1 and 5) Equal to 5) then do (Create More Health ! at (Position of (Dying unit))) else do (Do nothing)
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 10)
Unit Group - Pick every unit in (Units in policeGO <gen>) and do (Order (Picked unit) to Attack.(Killing unit))
bighouse
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Big House 3 8
Actions
If ((Random integer number between 1 and 8) Equal to 8) then do (Create 5.Cop for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in policeGO <gen> owned by Neutral Hostile)) Greater than 0) then do (Display to (Player group((Owner of (Killing unit)))) the text: Police is coming !) else do (Do nothing)
Unit - Create 8 . Aggressive Human for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 5 . Woman (Female) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 2500 to (Owner of (Killing unit)) . Current gold
If ((Random integer number between 1 and 2) Equal to 2) then do (Create Better Bullets at (Position of (Dying unit))) else do (Do nothing)
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 25)
Unit Group - Pick every unit in (Units in policeGO <gen>) and do (Order (Picked unit) to Attack.(Killing unit))
mention
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Mansion
Actions
If ((Random integer number between 1 and 1) Equal to 1) then do (Create 5.Cop for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 1) Equal to 1) then do (Create 5.Cop Car for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 1) Equal to 1) then do (Create 5.Cops helicopter for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in policeGO <gen> owned by Neutral Hostile)) Greater than 0) then do (Display to (Player group((Owner of (Killing unit)))) the text: Police is coming !) else do (Do nothing)
Unit - Create 25 . Aggressive Human for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Woman (Female) for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 8000 to (Owner of (Killing unit)) . Current gold
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 50)
Unit Group - Pick every unit in (Units in policeGO <gen>) and do (Order (Picked unit) to Attack.(Killing unit))
factory
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Factory 9
Actions
If ((Random integer number between 1 and 6) Equal to 6) then do (Create 5.Cop for Neutral Hostile at (Center of policeGO <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in policeGO <gen> owned by Neutral Hostile)) Greater than 0) then do (Display to (Player group((Owner of (Killing unit)))) the text: Police is coming !) else do (Do nothing)
Unit - Create 4 . Cop for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create (Random integer number between 1 and 3) . Aggressive Human for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 1800 to (Owner of (Killing unit)) . Current gold
If ((Random integer number between 1 and 3) Equal to 3) then do (Create Weak Armor at (Position of (Dying unit))) else do (Do nothing)
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 15)
Unit Group - Pick every unit in (Units in policeGO <gen>) and do (Order (Picked unit) to Attack.(Killing unit))
rein
Events
Unit - A unit enters bankeingang <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of bankGO <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Center of bankGO <gen>) over 1.00 seconds
raus
Events
Unit - A unit enters bankausgang <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of BANKleave <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Center of BANKleave <gen>) over 1.00 seconds
Untitled Trigger 001
Events
Player - Player 1 (Red) types a chat message containing ~BITCH~ (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Player - Add 2500 to Player 1 (Red) . Current gold
createn1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Unit - Create 1 . Gangster (no weapon) for (Owner of (Dying unit)) at (Center of TEAMeinsSTART <gen>) facing Default building facing degrees
Camera - Pan camera for (Owner of (Dying unit)) to (Center of TEAMeinsSTART <gen>) over 1.00 seconds
createn111
Events
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Unit - Create 1 . Gangster (no weapon) for (Owner of (Dying unit)) at (Center of TEAMzweiSTART <gen>) facing Default building facing degrees
Camera - Pan camera for (Owner of (Dying unit)) to (Center of TEAMzweiSTART <gen>) over 1.00 seconds
team1und2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 10)
Hero - Drop (Item carried by (Dying unit) in slot 1) from (Dying unit) .
Hero - Drop (Item carried by (Dying unit) in slot 2) from (Dying unit) .
Hero - Drop (Item carried by (Dying unit) in slot 3) from (Dying unit) .
Hero - Drop (Item carried by (Dying unit) in slot 4) from (Dying unit) .
Hero - Drop (Item carried by (Dying unit) in slot 5) from (Dying unit) .
Hero - Drop (Item carried by (Dying unit) in slot 6) from (Dying unit) .
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
autos
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
((Unit-type of (Dying unit)) Equal to Jeep) or (((Unit-type of (Dying unit)) Equal to Corvette) or (((Unit-type of (Dying unit)) Equal to Harley Davidson) or ((Unit-type of (Dying unit)) Equal to Security Car (speed=1))))
Actions
Unit - Remove (Dying unit) from the game
Unit - Move (Killing unit) instantly to (Center of autoeinheit <gen>)
Unit - Create 1 . (Unit-type of (Dying unit)) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 5 to (Owner of (Killing unit)) . Current gold
Set Variable Set points[(Player number of (Owner of (Killing unit)))] = (points[(Player number of (Owner of (Killing unit)))] + 1)
autosstirbt
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Unit-type of (Dying unit)) Equal to Jeep) or ((Unit-type of (Dying unit)) Equal to Corvette)
Actions
Unit - Remove (Dying unit) from the game
Unit Group - Pick every unit in (Units in autoeinheit <gen> owned by (Owner of (Dying unit))) and do (Move (Picked unit) instantly to (Position of (Dying unit)))
autosstirbt2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Unit-type of (Dying unit)) Equal to Security Car (speed=1)) or ((Unit-type of (Dying unit)) Equal to Harley Davidson)
Actions
Unit - Remove (Dying unit) from the game
Unit Group - Pick every unit in (Units in autoeinheit <gen> owned by (Owner of (Dying unit))) and do (Move (Picked unit) instantly to (Position of (Dying unit)))
Creates a leaderboard
Setup
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Points
Leaderboard - Change the display style for (Last created leaderboard) to Show the title, Show labels, Show values, and Show icons
Leaderboard - Add Neutral Passive to (Last created leaderboard) with label West Side Honkies and value 0
Leaderboard - Add Neutral Victim to (Last created leaderboard) with label South Central Hood and value 0
Leaderboard - Change the color of the value for Neutral Passive in (Last created leaderboard) to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Neutral Victim in (Last created leaderboard) to ( 0.00 %, 100.00 %, 0.00 %) with 0 % transparency
Leaderboard - Change the color of the label for Neutral Passive in (Last created leaderboard) to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Leaderboard - Change the color of the label for Neutral Victim in (Last created leaderboard) to ( 0.00 %, 100.00 %, 0.00 %) with 0 % transparency
Leaderboard - Show (Last created leaderboard)
team111
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set Variable Set points[(Player number of Neutral Passive)] = (points[(Player number of Player 1 (Red))] + (points[(Player number of Player 2 (Blue))] + (points[(Player number of Player 3 (Teal))] + (points[(Player number of Player 4 (Purple))] + (points[(Player number of Player 5 (Yellow))] + points[(Player number of Player 6 (Orange))])))))
Set Variable Set points[(Player number of Neutral Victim)] = (points[(Player number of Player 7 (Green))] + (points[(Player number of Player 8 (Pink))] + (points[(Player number of Player 9 (Gray))] + (points[(Player number of Player 10 (Light Blue))] + (points[(Player number of Player 11 (Dark Green))] + points[(Player number of Player 12 (Brown))])))))
Update Leaderboard
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Neutral Passive in (Last created leaderboard) to points[(Player number of Neutral Passive)]
Leaderboard - Change the value for Neutral Victim in (Last created leaderboard) to points[(Player number of Neutral Victim)]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
winteam1
Events
Time - Every 5.00 seconds of game time
Conditions
points[(Player number of Neutral Passive)] Greater than 1500
Actions
Player Group - Pick every player in TEAM1 and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in TEAM2 and do (Defeat (Picked player) with the message: Niederlage!)
winteam2
Events
Time - Every 5.00 seconds of game time
Conditions
points[(Player number of Neutral Victim)] Greater than 1500
Actions
Player Group - Pick every player in TEAM2 and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in TEAM1 and do (Defeat (Picked player) with the message: Niederlage!)
kaufen
Events
Unit - A unit enters team1KAUFEN <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of autoeinheit <gen>)
Unit Group - Pick every unit in (Units in TEAM1ALLESbase <gen> owned by (Owner of (Entering unit))) and do (Remove (Picked unit) from the game)
Unit - Move (Entering unit) instantly to ((Owner of (Entering unit)) start location)
Camera - Pan camera for (Owner of (Entering unit)) to ((Owner of (Entering unit)) start location) over 0 seconds
kaufen2
Events
Unit - A unit enters team2KAUFEN <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of autoeinheit <gen>)
Unit Group - Pick every unit in (Units in TEAM2ALLESbase <gen> owned by (Owner of (Entering unit))) and do (Remove (Picked unit) from the game)
Unit - Move (Entering unit) instantly to ((Owner of (Entering unit)) start location)
Camera - Pan camera for (Owner of (Entering unit)) to ((Owner of (Entering unit)) start location) over 0 seconds
cops
Events
Unit - Police Departement 0058 <gen> 's life becomes Equal to 0.00
Conditions
Actions
Unit - Create 15 . Cop for Neutral Hostile at (Center of cops_pop_out <gen>) facing Default building facing degrees
Unit - Create 10 . Cop Car for Neutral Hostile at (Center of cops_pop_out <gen>) facing Default building facing degrees
Unit - Create 7 . Cops helicopter for Neutral Hostile at (Center of cops_pop_out <gen>) facing Default building facing degrees
kids
Events
Unit - A unit enters school_kids_make <gen>
Conditions
Actions
Unit - Create 4 . Child for Neutral Passive at (Center of creat_kids_1 <gen>) facing Default building facing degrees
Unit - Create 4 . Child (2) for Neutral Passive at (Center of creat_kids_1 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
gold
Events
Unit - A unit enters turn_on_creat_gold <gen>
Conditions
Actions
Unit - Create 80 . Gold (kill me) for Neutral Hostile at (Center of creat_gold_1 <gen>) facing Default building facing degrees
Unit - Create 40 . Gold (kill me) for Neutral Hostile at (Center of creat_gold_3 <gen>) facing Default building facing degrees
Unit - Create 150 . Gold (kill me) for Neutral Hostile at (Center of creat_gold_2 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
make house
Events
Map initialization
Conditions
Actions
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 1 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 2 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 3 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 4 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 5 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 6 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 7 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 8 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 9 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 10 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 11 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 12 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 13 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 14 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 15 <gen>) facing Default building facing degrees
Unit - Create 1 . House 1 3 for Neutral Passive at (Center of 16 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h1 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h2 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h3 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h4 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h5 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h6 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h7 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h8 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h9 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h10 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h11 <gen>) facing Default building facing degrees
Unit - Create 1 . House 2 4 for Neutral Passive at (Center of h12 <gen>) facing Default building facing degrees
Untitled Trigger 001 Copy
Events
Player - Player 1 (Red) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 1 (Red) . Current gold
Untitled Trigger 002
Events
Player - Player 2 (Blue) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 2 (Blue) . Current gold
Untitled Trigger 002 Copy
Events
Player - Player 3 (Teal) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 3 (Teal) . Current gold
Untitled Trigger 002 Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 3 (Teal) . Current gold
Untitled Trigger 002 Copy Copy 2
Events
Player - Player 4 (Purple) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 4 (Purple) . Current gold
Untitled Trigger 002 Copy Copy 3
Events
Player - Player 5 (Yellow) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 5 (Yellow) . Current gold
Untitled Trigger 002 Copy Copy 4
Events
Player - Player 6 (Orange) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 6 (Orange) . Current gold
Untitled Trigger 002 Copy Copy 5
Events
Player - Player 7 (Green) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 7 (Green) . Current gold
Untitled Trigger 002 Copy Copy 6
Events
Player - Player 8 (Pink) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 8 (Pink) . Current gold
Untitled Trigger 002 Copy Copy 7
Events
Player - Player 9 (Gray) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 9 (Gray) . Current gold
Untitled Trigger 002 Copy Copy 8
Events
Player - Player 10 (Light Blue) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 10 (Light Blue) . Current gold
Untitled Trigger 002 Copy Copy 9
Events
Player - Player 11 (Dark Green) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 11 (Dark Green) . Current gold
Untitled Trigger 002 Copy Copy 10
Events
Player - Player 12 (Brown) types a chat message containing -Hermit Crab (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 12 (Brown) . Current gold
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