Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Helms Deep Beta 1.81.w3x
Variables
Initialization
Relations
Music
Player 4 Name
Morph Attack
Weather
Starting Gold
Gaining Gold
Hold Your Positions
Hold Ground
Destroy Teleporter
kill it
A Player is not playing
Player 1
Player 2
Player 3
---------------------------
Player 5
Player 6
Player 7
Gates
Inner Gate
Colors
Colors
Theoden Ai
Respawn Unit
Respawn Unit Ranged
Region Of Theoden
Quests
Quest
Side Notes
---------------------------
Camera Controls
Camera Controls More
Camera Controls 2
Camera Controls 2 More
Camera Controls 3
Camera Controls 3 More
---------------------------
Camera Controls 4
Camera Controls 4 More
Camera Controls 5
Camera Controls 5 More
Camera Controls 6
Camera Controls 6 More
Timer
Timer
Victory Conditions
Unit Group Helms Deep
Good Defeated
Building Dies
Building Dies 2
Building Dies 3
Explosion
Lighter
Lighter Arrive
---------------------------
Explode
Explode Camera
Gandalf
Gandalf Music
Gandalf Hide
Timer Expires
Gandalf Reveal
Ballista
Hide Them
Ballista Attack
Ballista Comes
Ballista Comes Alarm
Player Groups
Player Group Defenders
Player Group Uruks
Ram
Create Battering Ram
Rams Move
Cave Troll
Create Cave Troll
Cave Troll Attack
Player 8
Player 8
Attack
Good Guy Hints
Hint Archers
Warning Main Gate
Gate
Open
Close
Visibility
Helms Deep
Add Wall V
Add Main Gate
Name
Type
is_array
initial_value
Balliste
group
No
DefeatGroup
group
No
Defenders
force
No
Explosion
group
No
Rohirrim
group
No
Timer1
timer
No
TimerWindow
timerdialog
No
UrukHai
force
No
Relations
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) 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 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Destructible - Open Iron Gate (Upper) 0567 <gen>
Trigger - Turn off (This trigger)
Music
Events
Map initialization
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Stop music Immediately
Wait 0.01 seconds
Sound - Play Intro <gen>
Player 4 Name
Events
Map initialization
Conditions
Actions
Player - Set name of Player 4 (Purple) to People of Rohan
Trigger - Turn off (This trigger)
Morph Attack
Events
Conditions
Actions
Weather
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Environment - Set sky to Lordaeron Fall Sky
Game - Set the time of day to 0.00
Game - Set time of day speed to 0.00 % of the default speed
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Trigger - Turn off (This trigger)
Starting Gold
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 200
Player - Set Player 2 (Blue) . Current gold to 200
Player - Set Player 3 (Teal) . Current gold to 200
Player - Set Player 5 (Yellow) . Current gold to 500
Player - Set Player 6 (Orange) . Current gold to 500
Player - Set Player 7 (Green) . Current gold to 500
Trigger - Turn off (This trigger)
Gaining Gold
Events
Map initialization
Conditions
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 - Divert 33 % of the Gold income of Player 4 (Purple) to Player 1 (Red)
Player - Divert 33 % of the Gold income of Player 4 (Purple) to Player 2 (Blue)
Player - Divert 33 % of the Gold income of Player 4 (Purple) to Player 3 (Teal)
Trigger - Turn off (This trigger)
Hold Ground
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in Defeat_Condition <gen>) and do (Order (Picked unit) to Hold Position.)
Trigger - Turn off (This trigger)
kill it
Events
Destructible - Lever 1604 <gen> dies
Conditions
Actions
Unit - Kill Circle Of Power 0000 <gen>
Unit - Kill Circle Of Power 0008 <gen>
Trigger - Turn off (This trigger)
Player 1
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 1 (Red) slot status) Equal to Is unused
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 1 (Red) to Player 2 (Blue)
Player - Divert 50 % of the Gold income of Player 1 (Red) to Player 3 (Teal)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Player 2
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 2 (Blue) to Player 1 (Red)
Player - Divert 50 % of the Gold income of Player 2 (Blue) to Player 3 (Teal)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Player 3
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
(Player 3 (Teal) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 3 (Teal) to Player 1 (Red)
Player - Divert 50 % of the Gold income of Player 3 (Teal) to Player 2 (Blue)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Player 5
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
(Player 5 (Yellow) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 5 (Yellow) to Player 6 (Orange)
Player - Divert 50 % of the Gold income of Player 5 (Yellow) to Player 7 (Green)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Player 6
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
(Player 6 (Orange) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 6 (Orange) to Player 5 (Yellow)
Player - Divert 50 % of the Gold income of Player 6 (Orange) to Player 7 (Green)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Player 7
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 7 (Green) slot status) Equal to Is unused
(Player 7 (Green) slot status) Equal to Has left the game
Then - Actions
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Divert 50 % of the Gold income of Player 7 (Green) to Player 5 (Yellow)
Player - Divert 50 % of the Gold income of Player 7 (Green) to Player 6 (Orange)
Trigger - Turn off (This trigger)
Else - Actions
Wait 7.00 seconds
Trigger - Run (This trigger) (checking conditions)
Inner Gate
Events
Conditions
Actions
Colors
Events
Map initialization
Conditions
Actions
Player - Change color of Player 1 (Red) to Blue , Changing color of existing units
Player - Change color of Player 2 (Blue) to Yellow , Changing color of existing units
Player - Change color of Player 3 (Teal) to Light Blue , Changing color of existing units
Player - Change color of Player 4 (Purple) to Teal , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Red , Changing color of existing units
Player - Change color of Player 7 (Green) to Maroon , Changing color of existing units
Trigger - Turn off (This trigger)
Respawn Unit
Events
Time - Every 45.00 seconds of game time
Conditions
(King Of Rohan 0011 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Footman for Player 4 (Purple) at (Random point in Unit_Respawn <gen>) facing Default building facing degrees
Respawn Unit Ranged
Events
Time - Every 60.00 seconds of game time
Conditions
(King Of Rohan 0011 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Footman for Player 4 (Purple) at (Random point in Theoden_Heal <gen>) facing Default building facing degrees
Region Of Theoden
Events
Time - Every 7.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Theoden_Heal <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Dúnedain Ranger
(Life of (Picked unit)) Less than 500.00
And - All (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Dwarf Warrior
(Life of (Picked unit)) Less than 500.00
And - All (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Prince Of Mirkwood
(Life of (Picked unit)) Less than 600.00
Then - Actions
Unit - Order King Of Rohan 0011 <gen> to Human Paladin - Holy Light . (Picked unit)
Else - Actions
Do nothing
Quest
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Quest - Create a Required quest titled The Battle Of Helms Deep with the description You have 30 minutes until Gandalf Returns.Kill all enemy units to win. , using icon path ReplaceableTextures\CommandButtons\BTNArcaneObservatory.blp
Quest - Enable (Last created quest)
Quest - Display to (All players) the Quest Discovered message: |c003399ffNew Quest Discovered:|r The Battle Of Helms Deep
Quest - Flash the quest dialog button
Quest - Mark (Last created quest) as Discovered
Sound - Play QuestNew <gen>
Wait 0.50 seconds
Trigger - Run Side_Notes <gen> (checking conditions)
Trigger - Turn off (This trigger)
Side Notes
Events
Conditions
Actions
Quest - Create a Optional quest titled Rules Of Engagement with the description Once 30 minutes are up, Gandalf will arrive with a shitload of cavalary, and unless you're a complete N00b, you'll win.Heroes can be revived at the altar, but that costs gold.You earn gold by killing enemy units. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Enable (Last created quest)
Quest - Mark (Last created quest) as Discovered
Wait 0.50 seconds
Quest - Create a Optional quest titled Camera Controls with the description To zoom out, enter " Zoom Out".To zoom out even more, enter " Zoom Out More".To zoom in, just scroll the mouse. , using icon path ReplaceableTextures\CommandButtons\BTNWispSplode.blp
Quest - Enable (Last created quest)
Quest - Mark (Last created quest) as Discovered
Trigger - Turn off (This trigger)
Camera Controls
Events
Player - Player 1 (Red) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls More
Events
Player - Player 1 (Red) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 1 (Red) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 2
Events
Player - Player 2 (Blue) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 2 (Blue) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 2 More
Events
Player - Player 2 (Blue) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 2 (Blue) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 3
Events
Player - Player 3 (Teal) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 3 (Teal) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 3 More
Events
Player - Player 3 (Teal) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 3 (Teal) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 3 (Teal) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 4
Events
Player - Player 5 (Yellow) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 5 (Yellow) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 4 More
Events
Player - Player 5 (Yellow) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 5 (Yellow) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 5 (Yellow) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 5
Events
Player - Player 6 (Orange) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 6 (Orange) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 5 More
Events
Player - Player 6 (Orange) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 6 (Orange) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 6 (Orange) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 6
Events
Player - Player 7 (Green) types a chat message containing Zoom Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 7 (Green) 's camera Field of view to 150.00 over 2.00 seconds
Camera Controls 6 More
Events
Player - Player 7 (Green) types a chat message containing Zoom Out More (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 7 (Green) 's camera Height Offset to 500.00 over 2.00 seconds
Camera - Set Player 7 (Green) 's camera Field of view to 150.00 over 2.00 seconds
Timer
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Countdown Timer - Start Timer1 as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title |c0066ccffUntil Gandalf Returns|r
Countdown Timer - Show TimerWindow
Unit Group Helms Deep
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Defeat_Condition <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Picked unit)) Equal to Player 1 (Red)
(Owner of (Picked unit)) Equal to Player 2 (Blue)
(Owner of (Picked unit)) Equal to Player 3 (Teal)
(Owner of (Picked unit)) Equal to Player 4 (Purple)
Then - Actions
Unit Group - Add (Picked unit) to DefeatGroup
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Good Defeated
Events
Unit - A unit Dies
Conditions
(All units of DefeatGroup are dead) Equal to True
Actions
Quest - Display to Defenders the Quest Failed message: |c00ff6666Quest Failed:|r The Battle Of Helms Deep
Quest - Display to UrukHai the Quest Completed message: |c006666ffQuest Completed:|rThe Battle Of Helms Deep
Sound - Play QuestNew <gen>
Quest - Flash the quest dialog button
Wait 10.00 seconds
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 - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Trigger - Turn off (This trigger)
Building Dies
Events
Unit - Barracks 0035 <gen> Dies
Conditions
And - All (Conditions) are true
Conditions
(Barracks 0036 <gen> is dead) Equal to True
(Barracks 0037 <gen> is dead) Equal to True
Actions
Quest - Display to UrukHai the Quest Failed message: |c00ff6666Quest Failed:|r The Battle Of Helms Deep
Quest - Display to Defenders the Quest Completed message: |c006666ffQuest Completed:|rThe Battle Of Helms Deep
Sound - Play QuestNew <gen>
Quest - Flash the quest dialog button
Wait 10.00 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 - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Trigger - Turn off (This trigger)
Building Dies 2
Events
Unit - Barracks 0036 <gen> Dies
Conditions
And - All (Conditions) are true
Conditions
(Barracks 0035 <gen> is dead) Equal to True
(Barracks 0037 <gen> is dead) Equal to True
Actions
Quest - Display to UrukHai the Quest Failed message: |c00ff6666Quest Failed:|r The Battle Of Helms Deep
Quest - Display to Defenders the Quest Completed message: |c006666ffQuest Completed:|rThe Battle Of Helms Deep
Sound - Play QuestNew <gen>
Quest - Flash the quest dialog button
Wait 10.00 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 - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Trigger - Turn off (This trigger)
Building Dies 3
Events
Unit - Barracks 0037 <gen> Dies
Conditions
And - All (Conditions) are true
Conditions
(Barracks 0035 <gen> is dead) Equal to True
(Barracks 0036 <gen> is dead) Equal to True
Actions
Quest - Display to UrukHai the Quest Failed message: |c00ff6666Quest Failed:|r The Battle Of Helms Deep
Quest - Display to Defenders the Quest Completed message: |c006666ffQuest Completed:|rThe Battle Of Helms Deep
Sound - Play QuestNew <gen>
Quest - Flash the quest dialog button
Wait 10.00 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 - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Trigger - Turn off (This trigger)
Lighter
Events
Time - Elapsed game time is 390.00 seconds
Conditions
Actions
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 200 to Player 7 (Green) . Current gold
Unit - Create 1 . Lighter for Player 5 (Yellow) at (Center of Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Lighter for Player 6 (Orange) at (Center of Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Lighter for Player 7 (Green) at (Center of Spawn_Region <gen>) facing Default building facing degrees
Wait 1.00 seconds
Trigger - Run Lighter_Arrive <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Lighter Arrive
Events
Conditions
Actions
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Lighter_Create <gen>)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Lighter_Create <gen>)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Lighter_Create <gen>)
Else - Actions
Do nothing
Wait 25.00 seconds
Cinematic - Ping minimap for UrukHai at (Center of Lighter_Create <gen>) for 7.50 seconds, using a Simple ping of color ( 100.00 %, 30.00 %, 15.00 %)
Cinematic - Ping minimap for UrukHai at (Center of Explosives <gen>) for 12.50 seconds, using a Simple ping of color ( 100.00 %, 30.00 %, 15.00 %)
Game - Display to UrukHai for 10.00 seconds the text: We can now blow up the wall!
Wait 5.00 seconds
Sound - Play QuestLog <gen>
Quest - Display to UrukHai the Hint message: |c0099ccffHint:|r Use the lighter to blow up the wall!
Trigger - Turn off (This trigger)
Explode
Events
Unit - A unit enters Explosives <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Lighter
Actions
Trigger - Run Explode_Camera <gen> (checking conditions)
Unit - Kill Camp 0034 <gen>
Unit - Kill (Entering unit)
Unit Group - Pick every unit in (Units in Explode_Add_Rubble <gen>) and do (Kill (Picked unit))
Destructible - Pick every destructible in Explode_Add_Rubble <gen> and do (Actions)
Loop - Actions
Destructible - Remove (Picked destructible)
Wait 0.50 seconds
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 2
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 4
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 1
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 2
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 3
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Explode_Add_Rubble <gen>) facing (Random angle) with scale 1 and variation 4
Camera - Shake the camera for Player 1 (Red) with magnitude 30.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 30.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 30.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 30.00
Camera - Shake the camera for Player 6 (Orange) with magnitude 30.00
Camera - Shake the camera for Player 7 (Green) with magnitude 30.00
Unit - Create 1 . Explosion for Player 10 (Light Blue) at (Center of Explosion <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Explosion
Cinematic - Ping minimap for UrukHai at (Center of Explode_Add_Rubble <gen>) for 10.00 seconds, using a Warning ping of color ( 15.00 %, 30.00 %, 100 %)
Cinematic - Ping minimap for Defenders at (Center of Explode_Add_Rubble <gen>) for 10.00 seconds, using a Warning ping of color ( 15.00 %, 30.00 %, 100 %)
Sound - Play QuestLog <gen>
Quest - Display to UrukHai the Warning message: |c00ff0000Warning: The wall has been blown up!|r
Quest - Display to Defenders the Warning message: |c00ff0000Warning: The wall has been blown up!|r
Wait 2.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 3.00 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 3.00 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 3.00 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 3.00 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 3.00 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 3.00 seconds
Wait 7.00 seconds
Unit Group - Pick every unit in Explosion and do (Remove (Picked unit) from the game)
Destructible - Close Iron Gate (Upper) 0567 <gen>
Trigger - Turn off (This trigger)
Explode Camera
Events
Conditions
Actions
Wait 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 1 (Red) over 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 2 (Blue) over 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 3 (Teal) over 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 5 (Yellow) over 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 6 (Orange) over 0.50 seconds
Camera - . Apply . gg_cam_Exlosion_Camera for Player 7 (Green) over 0.50 seconds
Wait 5.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 2.00 seconds
Trigger - Turn off (This trigger)
Gandalf Music
Events
Time - Elapsed game time is 1760.00 seconds
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Stop music Immediately
Wait 0.01 seconds
Sound - Play Gandalf_Is_Here <gen>
Gandalf Hide
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in Gandalf_ATTACK <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is alive) Equal to True
Then - Actions
Unit Group - Add (Picked unit) to Rohirrim
Unit Group - Pick every unit in Rohirrim and do (Hide (Picked unit))
Else - Actions
Do nothing
Timer Expires
Events
Time - Timer1 expires
Conditions
Actions
Countdown Timer - Hide (Last created timer window)
Countdown Timer - Destroy (Last created timer window)
Trigger - Run Gandalf_Reveal <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Gandalf Reveal
Events
Conditions
Actions
Wait 3.00 seconds
Unit Group - Pick every unit in Rohirrim and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Unhide (Picked unit)
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Gandalf_ATTACK <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Rohirrim
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Theoden_Heal <gen>)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units in Gandalf_ATTACK <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Wizard
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Theoden_Heal <gen>)
Else - Actions
Do nothing
Unit - Change ownership of Wizard 0047 <gen> to Player 1 (Red) and Change color
Hide Them
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Balliste
Wait 0.01 seconds
Unit Group - Pick every unit in Balliste and do (Hide (Picked unit))
Trigger - Turn off (This trigger)
Ballista Attack
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Player - Add 150 to Player 5 (Yellow) . Current gold
Player - Add 150 to Player 6 (Orange) . Current gold
Player - Add 150 to Player 7 (Green) . Current gold
Unit Group - Pick every unit in Balliste and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit - Order Ballista 0461 <gen> to Move To . (Center of Artilery_3 <gen>)
Unit - Order Ballista 0462 <gen> to Move To . (Center of Artilery_2 <gen>)
Unit - Order Ballista 0463 <gen> to Move To . (Center of Artilery_1 <gen>)
Unit - Order Ballista 0464 <gen> to Move To . (Center of Artilery <gen>)
Trigger - Turn off (This trigger)
Ballista Comes
Events
Unit - A unit enters Ballista_Attack_Move <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Ballista
Actions
Wait 0.50 seconds
Unit - Make (Entering unit) face 90.00 over 1.00 seconds
Wait 1.00 seconds
Unit - Order (Entering unit) to Hold Position .
Ballista Comes Alarm
Events
Unit - A unit enters Ballista_Attack_Move <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Ballista
Actions
Trigger - Turn off (This trigger)
Wait 3.00 seconds
Cinematic - Ping minimap for UrukHai at (Center of Ballista_Attack_Move <gen>) for 10.00 seconds, using a Simple ping of color ( 15.00 %, 30.00 %, 100 %)
Game - Display to UrukHai for 10.00 seconds the text: Reinforcement have arrived !
Sound - Play QuestLog <gen>
Quest - Display to UrukHai the Hint message: |c0099ccffHint:|r Four ballistas have arrived to aid us.
Player Group Defenders
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Player Group - Add Player 1 (Red) to Defenders
Player Group - Add Player 2 (Blue) to Defenders
Player Group - Add Player 3 (Teal) to Defenders
Player Group - Add Player 4 (Purple) to Defenders
Trigger - Turn off (This trigger)
Player Group Uruks
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Player Group - Add Player 5 (Yellow) to UrukHai
Player Group - Add Player 6 (Orange) to UrukHai
Player Group - Add Player 7 (Green) to UrukHai
Trigger - Turn off (This trigger)
Create Battering Ram
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 200 to Player 7 (Green) . Current gold
Unit - Create 1 . Battering Ram for Player 5 (Yellow) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Unit - Create 1 . Battering Ram for Player 6 (Orange) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Unit - Create 1 . Battering Ram for Player 7 (Green) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Wait 1.00 seconds
Trigger - Run Rams_Move <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Rams Move
Events
Conditions
Actions
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram1 <gen>)
Unit - Change color of (Picked unit) to Brown
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram2 <gen>)
Unit - Change color of (Picked unit) to Brown
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram3 <gen>)
Unit - Change color of (Picked unit) to Brown
Else - Actions
Do nothing
Wait 35.00 seconds
Cinematic - Ping minimap for UrukHai at (Center of Ram2 <gen>) for 10.00 seconds, using a Simple ping of color ( 15.00 %, 30.00 %, 100 %)
Game - Display to UrukHai for 10.00 seconds the text: Reinforcement have arrived !
Wait 5.00 seconds
Sound - Play QuestLog <gen>
Quest - Display to UrukHai the Hint message: |c0099ccffHint:|r Use the battering rams to destroy the main gate!
Trigger - Turn off (This trigger)
Create Cave Troll
Events
Time - Elapsed game time is 900.00 seconds
Conditions
Actions
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Unit - Create 1 . Cave Troll for Player 5 (Yellow) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Unit - Create 1 . Cave Troll for Player 6 (Orange) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Unit - Create 1 . Cave Troll for Player 7 (Green) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Unit - Create 2 . Cave Troll for Player 8 (Pink) at (Random point in Spawn_Region <gen>) facing 270.00 degrees
Wait 1.00 seconds
Trigger - Run Cave_Troll_Attack <gen> (checking conditions)
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Cave Troll Attack
Events
Conditions
Actions
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Theoden_Heal <gen>)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram1 <gen>)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram2 <gen>)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Spawn_Region <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Order (Picked unit) to Move To . (Center of Ram3 <gen>)
Else - Actions
Do nothing
Wait 25.00 seconds
Cinematic - Ping minimap for UrukHai at (Center of Ram2 <gen>) for 10.00 seconds, using a Simple ping of color ( 0.00 %, 15.00 %, 100 %)
Game - Display to UrukHai for 10.00 seconds the text: Reinforcement have arrived !
Wait 5.00 seconds
Sound - Play QuestLog <gen>
Quest - Display to UrukHai the Hint message: |c0099ccffHint:|r Use the Cave Trolls to crush enemy melee units!
Quest - Display to Defenders the Warning message: |c00ff0000Warning: Cave Trolls are on aproach!|r
Trigger - Turn off (This trigger)
Player 8
Events
Map initialization
Conditions
Actions
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) 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 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Set name of Player 8 (Pink) to Urul-Hai
Player - Change color of Player 8 (Pink) to Maroon , Changing color of existing units
Trigger - Turn off (This trigger)
Attack
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Uruk_Hai_Attack <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Uruk_Hai_Attack_P8 <gen>)
Trigger - Turn off (This trigger)
Hint Archers
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Sound - Play QuestLog <gen>
Quest - Display to Defenders the Hint message: |c0099ccffHint:|r Elven archers have a huge attack range.
Trigger - Turn off (This trigger)
Warning Main Gate
Events
Destructible - Iron Gate 0000 <gen> dies
Conditions
Actions
Wait 1.00 seconds
Sound - Play QuestLog <gen>
Quest - Display to Defenders the Warning message: |c00ff0000Warning: Main gate has been breached!|r
Trigger - Turn off (This trigger)
Open
Events
Map initialization
Conditions
Actions
Destructible - Open Gate 0003 <gen>
Trigger - Turn off (This trigger)
Close
Events
Destructible - Lever 1750 <gen> dies
Conditions
Actions
Destructible - Close Gate 0003 <gen>
Trigger - Turn off (This trigger)
Helms Deep
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Visibility_Main_Tower <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Visibility_Main_Tower <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Visibility_Main_Tower <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Visibility_Village <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Visibility_Village <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Visibility_Village <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Visibility_Orc <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Visibility_Orc <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Visibility_Orc <gen>
Trigger - Turn off (This trigger)
Add Wall V
Events
Destructible - Short Stone Bridge 1157 <gen> dies
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Fog of war across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Fog of war across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Visibility_Wall <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Visibility_Wall <gen>
Trigger - Turn off (This trigger)
Add Main Gate
Events
Destructible - Iron Gate 0000 <gen> dies
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Fog of war across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Fog of war across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Visibility_Main_Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Visibility_Main_Gate <gen>
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.