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Triggers
highstakes 2.w3x
Variables
Initialization
Read This!!!
Initialization
stop the music
mayor
move mayor to doom
move mayor to doom Copy
sAVE MAYOR
sAVE MAYOR Copy
mayor is accidentaly killed
speedy
speedy patrol
DONT KILL SPEEDY
music theme
tank
walker
music
crash game
Untitled Trigger 002
special effect
cops win
Untitled Trigger 001
Untitled Trigger 001 Copy
convicts win
intro
intro
set sky
cars
plane
plane go
Ths map was made by Sam or better known as omagateam. if you want to change anny thing please do not touch anny of the triggers and contact me at [email protected] and tell me what you whant to change(this map is protected)
Name
Type
is_array
initial_value
Ths map was made by Sam or better known as omagateam. if you want to change anny thing please do not touch anny of the triggers and contact me at [email protected] and tell me what you whant to change(this map is protected)
Ths map was made by Sam or better known as omagateam. if you want to change anny thing please do not touch anny of the triggers and contact me at [email protected] and tell me what you whant to change(this map is protected)
Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Use melee time of day (for all players)
Player - Limit training of Heroes to 1 for Player 1 (Red)
Player - Limit training of Heroes to 1 for Player 6 (Orange)
Player - Limit training of Heroes to 1 for Player 9 (Gray)
Player - Limit training of Heroes to 1 for Player 10 (Light Blue)
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Town_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across town_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Town_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across town_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Town_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across town_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Town_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across town_1 <gen>
Player - Set Player 1 (Red) . Current gold to 1000
Player - Set Player 6 (Orange) . Current gold to 1000
Player - Set Player 1 (Red) . Current lumber to 5
Player - Set Player 6 (Orange) . Current lumber to 5
Player - Set Player 9 (Gray) . Current lumber to 5
Player - Set Player 10 (Light Blue) . Current lumber to 5
Player - Set Player 9 (Gray) . Current gold to 500
Player - Set Player 10 (Light Blue) . Current gold to 500
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 5 (Yellow)
stop the music
Events
Map initialization
Conditions
Actions
Sound - Stop the currently playing music theme
move mayor to doom
Events
Unit - Mayor 0104 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 1 (Red)
Actions
Unit - Change ownership of Mayor 0104 <gen> to Player 5 (Yellow) and Retain color
Unit - Order Mayor 0104 <gen> to Move To . (Center of convict_base <gen>)
move mayor to doom Copy
Events
Unit - Mayor 0104 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 6 (Orange)
Actions
Unit - Change ownership of Mayor 0104 <gen> to Player 5 (Yellow) and Retain color
Unit - Order Mayor 0104 <gen> to Move To . (Center of convict_base <gen>)
sAVE MAYOR
Events
Unit - Mayor 0104 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 9 (Gray)
Actions
Unit - Change ownership of Mayor 0104 <gen> to Player 7 (Green) and Retain color
Unit - Order Mayor 0104 <gen> to Move To . (Center of town_hall <gen>)
sAVE MAYOR Copy
Events
Unit - Mayor 0104 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Change ownership of Mayor 0104 <gen> to Player 7 (Green) and Retain color
Unit - Order Mayor 0104 <gen> to Move To . (Center of town_hall <gen>)
mayor is accidentaly killed
Events
Unit - Mayor 0104 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: THE MAYOR HAS BEEN KILLED... that should not have happened... lets try that again...
speedy patrol
Events
Map initialization
Conditions
Actions
Unit - Order Speedy the Sheep 0095 <gen> to Patrol To . (Center of speedy_patrol <gen>)
DONT KILL SPEEDY
Events
Unit - Speedy the Sheep 0095 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: SPEEDY THE SHEEP IS DEAD, NOW HIS FRIENDS WANT TO KILL YOU!!!!!
Unit - Create 10 . Infernal for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Doom Guard (Standard) for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Nether Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Infernal Juggernaut for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Queen of Suffering for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Green Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Bronze Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Blue Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Faceless One Deathbringer for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Black Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Red Dragon for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Ancient Hydra for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Unit - Create 10 . Deeplord Revenant for Player 12 (Brown) at (Position of Speedy the Sheep 0095 <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Order (Picked unit) to Patrol To.(Random point in Region_005 <gen>))
tank
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to
Actions
Sound - Play SteamTankAttack1 <gen> at 100 % volume, attached to (Attacking unit)
walker
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to
Actions
Sound - Play GyrocopterImpactHit2 <gen> at 100 % volume, attached to (Attacking unit)
music
Events
Map initialization
Conditions
Actions
Sound - Play War2IntroMusic <gen>
Untitled Trigger 002
Events
Player - Player 1 (Red) types a chat message containing -crash (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -crash (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -crash (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -crash (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1000000000 . Flying Machine for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Wait 2 seconds
Unit - Create 1000000000 . Flying Machine for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Wait 2 seconds
Unit - Create 1000000000 . Flying Machine for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Wait 2 seconds
Unit - Create 1000000000 . Flying Machine for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Untitled Trigger 001
Events
Unit - Convict Base 0030 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: You suck, you let your base die.
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Explode (Picked unit).)
Untitled Trigger 001 Copy
Events
Unit - Convict Base 0031 <gen> Dies
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: You suck, you let your base die.
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Explode (Picked unit).)
convicts win
Events
Unit - A unit enters convict_base <gen>
Conditions
(Entering unit) Equal to Mayor 0104 <gen>
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You suck, you let the mayor die...
Game - Defeat Player 10 (Light Blue) with the message: You suck, you let the mayor die...
intro
Events
Map initialization
Conditions
Actions
Cinematic - Apply a filter over 10.00 seconds using Normal blending on texture Black Mask , starting with color ( 0.00 %, 0.00 %, 0.00 %) and 0.00 % transparency and ending with color ( 100.00 %, 100.00 %, 100.00 %) and 100.00 % transparency
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 10 (Light Blue) over 0 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 2.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 2.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 9 (Gray) over 2.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 10 (Light Blue) over 2.00 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 6 (Orange) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 9 (Gray) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 10 (Light Blue) over 5.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 1 (Red) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 6 (Orange) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 9 (Gray) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 10 (Light Blue) over 5.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 1 (Red) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 6 (Orange) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 9 (Gray) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 10 (Light Blue) over 10.00 seconds
Wait 10.00 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 1 (Red) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 6 (Orange) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 9 (Gray) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 10 (Light Blue) over 10.00 seconds
Wait 10.00 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 1 (Red) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 6 (Orange) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 9 (Gray) over 10.00 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 10 (Light Blue) over 10.00 seconds
Wait 10.00 seconds
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) 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 9 (Gray) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 2.00 seconds
Game - Display to (All players) the text: WELCOME to High Stakes 2, Made by omagateam, you can contact me if you want to change anything in this map at [email protected], Please enjoy the gamePS: play Guild Wars
set sky
Events
Map initialization
Conditions
Actions
Environment - Set sky to Dalaran Sky
cars
Events
Map initialization
Conditions
Actions
Unit - Order Car 0123 <gen> to Patrol To . (Center of car_1 <gen>)
Unit - Order Car 0125 <gen> to Patrol To . (Center of car_2 <gen>)
Unit - Order Car 0128 <gen> to Patrol To . (Center of car_3 <gen>)
Unit - Order Car 0127 <gen> to Patrol To . (Center of car_4 <gen>)
Unit - Order Car 0126 <gen> to Patrol To . (Center of car_5 <gen>)
plane
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Air Plane for Player 7 (Green) at (Center of airplane_spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in airplane_spawn <gen> owned by Player 7 (Green)) to Move To . (Center of airplane_exit <gen>)
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