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Triggers
HSL Supreme-1.w3m
Variables
James Bond
Untitled Trigger 002
Beginning
Wisp
Untitled Trigger 001
Untitled Trigger 001 Copy
Untitled Trigger 001 Copy 2
Untitled Trigger 001 Copy 3
Untitled Trigger 001 Copy 4
Untitled Trigger 001 Copy 5
Untitled Trigger 001 Copy 6
Untitled Trigger 001 Copy 7
Untitled Trigger 001 Copy 8
IDK
Movie
Movie 1
Doors 2
Prinicple door
ally
ally
Doors
Open Dance
Close Dance
Close School
Open School
Close Prinicpal
Open Principal
Heros revive
Respawn
Respawn Copy
Respawn Copy 2
Respawn Copy 3
Respawn Copy 4
Respawn Copy 5
Respawn Copy 6
Respawn Copy 7
Respawn Copy 8
Respawn Copy 9
Respawn Copy 10
Respawn Copy 11
Big Mean kid
Big mean kid appears
Training Units
Blue training unit
Red training Unit
Character Select
Select Cool guy
Select Old Man
Select Fat Kid
Select Emo Guy
Select Emo Girl
Select Black Guy
Select Hottie
Select Nerd
Select Bully
Select Trickster
Select Girl
Select Boy
Select Principle Male
Select Principle Female
Visibility
Visi
Name
Type
is_array
initial_value
Untitled Trigger 002
Events
Map initialization
Conditions
Actions
Destructible - Open Demonic Gate 0173 <gen>
Destructible - Open Demonic Gate 0154 <gen>
Destructible - Open Demonic Gate 0172 <gen>
Destructible - Open Demonic Gate 1649 <gen>
Beginning
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) the text: |c00567dcfW|c00567ccde|c00567bcbl|c00567acac|c005679c8o|c005678c7m|c005677c5e |c005775c2t|c005774c0o |c005772bdt|c005771bch|c005770bae|c00586fb9H|c00586eb7u|c00586db5n|c00586cb4t|c00586bb2_|c00586bb1e|c00586aafr|c005969aer|c005968acr|c005967aa'|c005966a9s |c005964a6H|c005963a4i|c005a62a3g|c005a61a1h |c005a5f9eS|c005a5e9cc|c005a5d9bh|c005a5c99o|c005b5b98o|c005b5a96l |c005b5993L|c005b5891o|c005b5790a|c005b568ep |c005c548bS|c005c538au|c005c5288p|c005c5186r|c005c5085e|c005c4f83m|c005d4e82e|c005d4d80. |c005d4b7dN|c005d4a7be|c005d497aw |c005e4777t|c005e4775e|c005e4674r|c005e4572r|c005e4470a|c005e436fi|c005e426dn |c005f406aa|c005f3f69n|c005f3e67d |c005f3c64n|c005f3b62e|c00603a61w |c0060385ei|c0060375ct|c0060365ae|c00603559m|c00603557s |c00613354m|c00613253a|c00613151k|c0061304fe |c00612e4ct|c00622d4bh|c00622c49i|c00622b48s |c00622945o|c00622843n|c00622741e |c0063253eo|c0063243df |c0063233at|c00632238h|c00632136e|c00642035H|c00641f33u|c00641e32n|c00641d30t|c00641c2f_|c00641b2de|c00641a2br|c0065192ar|c00651828r|c00651727'|c00651625s |c00651422b|c00651320e|c0066121fs|c0066111dt |c0066101aL|c00660f19o|c00660e17a|c00660d15p|c00670c14s|c00670b12/|c00670a11R|c0067090fP|c0067080eG|c0067070cs|c0067060a. |c00680407E|c00680306n|c00680204j|c00680103o|c00680001y|c00690000!|r
Wisp
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Unit - Kill Wisp 0155 <gen>
Unit - Kill Wisp 0154 <gen>
Unit - Kill Wisp 0153 <gen>
Unit - Kill Wisp 0152 <gen>
Unit - Kill Wisp 0151 <gen>
Unit - Kill Wisp 0150 <gen>
Unit - Kill Wisp 0149 <gen>
Unit - Kill Wisp 0148 <gen>
Unit - Kill Wisp 0147 <gen>
Unit - Kill Wisp 0146 <gen>
Unit - Kill Wisp 0016 <gen>
Unit - Kill Wisp 0015 <gen>
Untitled Trigger 001
Events
Unit - A unit enters Boys_Dorm <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Spawn_Dorm_B <gen>)
Untitled Trigger 001 Copy
Events
Unit - A unit enters Exit_Dorms_Boys <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of EXit <gen>)
Untitled Trigger 001 Copy 2
Events
Unit - A unit enters Girls_Dorm <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Spawn_g_dorm <gen>)
Untitled Trigger 001 Copy 3
Events
Unit - A unit enters GDX <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of EXit <gen>)
Untitled Trigger 001 Copy 4
Events
Unit - A unit enters Enter_Movie_Theater <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SMT <gen>)
Untitled Trigger 001 Copy 5
Events
Unit - A unit enters Exit_Movie_Theater <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of EXMT <gen>)
Untitled Trigger 001 Copy 6
Events
Unit - A unit enters SP <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SPS1 <gen>)
Untitled Trigger 001 Copy 7
Events
Unit - A unit enters SP2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SPS2 <gen>)
Untitled Trigger 001 Copy 8
Events
Unit - A unit enters Turn_into_Vamp <gen>
Conditions
(gg_item_I00H_0079 Equal to (Item carried by (Triggering unit) in slot 1)) and ((gg_item_I00G_0081 Equal to (Item carried by (Triggering unit) in slot 2)) and (gg_item_I00F_0080 Equal to (Item carried by (Triggering unit) in slot 3)))
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Vampire Student for Player 1 (Red) at (Center of SPS2 <gen>) facing 270.00 degrees
IDK
Events
Unit - A unit enters Lobby <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Teacher
(Unit-type of (Triggering unit)) Equal to Male Teacher
Actions
Hero - Set (Triggering unit) Hero-level to 10 , Hide level-up graphics
Unit - Move (Triggering unit) instantly to (Center of Big_Mean_kid <gen>)
Movie 1
Events
Unit - Wisp 0155 <gen> Dies
Conditions
Actions
Cinematic - Send transmission to (All players) from Principal 0142 <gen> named Principal : Play No sound and display Hello Students and Teachers. Today is Friday. All Teachers report to your classrooms. Also i need people to sign up for sports today. Your choices are: Swimming, Football, and track. Also If you misbehave we will catch you ;and no cars in the school Mr.Dicksworth! . Modify duration: Set to 20.00 seconds and Don't wait
Prinicple door
Events
Map initialization
Conditions
Actions
Destructible - Make Demonic Gate 1650 <gen> Invulnerable
Destructible - Make Demonic Gate 1649 <gen> Invulnerable
Destructible - Make Demonic Gate 1651 <gen> Invulnerable
Destructible - Make Dungeon Gate 0725 <gen> Invulnerable
ally
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
Open Dance
Events
Player - Player 12 (Brown) types a chat message containing -open dance (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Demonic Gate 1651 <gen>
Close Dance
Events
Player - Player 12 (Brown) types a chat message containing -close dance (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Demonic Gate 1651 <gen>
Close School
Events
Player - Player 12 (Brown) types a chat message containing -close school (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Demonic Gate 1649 <gen>
Open School
Events
Player - Player 1 (Red) types a chat message containing -open school (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -open school (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Demonic Gate 1649 <gen>
Close Prinicpal
Events
Player - Player 12 (Brown) types a chat message containing -close principal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Demonic Gate 1650 <gen>
Open Principal
Events
Player - Player 12 (Brown) types a chat message containing -open principal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Demonic Gate 1650 <gen>
Respawn
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 2
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 3
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 4
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 5
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 6
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 7
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 8
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 9
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 10
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Lobby <gen>) , Show revival graphics
Respawn Copy 11
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Principle <gen>) , Show revival graphics
Big mean kid appears
Events
Map initialization
Time - Every 220.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Big Mean Kid for Neutral Hostile at (Center of Big_Mean_Kid <gen>) facing Default building facing degrees
Unit - Create 1 . Big Mean Kid for Neutral Hostile at (Center of Big_Mean_kid <gen>) facing Default building facing degrees
Blue training unit
Events
Unit - A unit owned by Player 1 (Red) . Is attacked
Unit - A unit owned by Player 2 (Blue) . Is attacked
Unit - A unit owned by Player 3 (Teal) . Is attacked
Unit - A unit owned by Player 4 (Purple) . Is attacked
Unit - A unit owned by Player 5 (Yellow) . Is attacked
Unit - A unit owned by Player 6 (Orange) . Is attacked
Unit - A unit owned by Player 7 (Green) . Is attacked
Unit - A unit owned by Player 8 (Pink) . Is attacked
Unit - A unit owned by Player 9 (Gray) . Is attacked
Unit - A unit owned by Player 10 (Light Blue) . Is attacked
Unit - A unit owned by Player 11 (Dark Green) . Is attacked
Conditions
Actions
Special Effect - Create a special effect at (Target point of issued order) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Unit - Move Security 0136 <gen> instantly to (Position of (Triggering unit))
Unit - Make (Attacked unit) Invulnerable
Unit - Order Security 0136 <gen> to Attack . (Attacking unit)
Wait 15.00 seconds
Unit - Move Security 0136 <gen> instantly to (Center of Jail_Gaurds <gen>)
Unit - Make (Attacked unit) Vulnerable
Game - Display to (All players) the text: Donnot Attack other players.
Player - Add 100 to (Triggering player) . Current gold
Select Cool guy
Events
Unit - A unit enters Heros <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Wisp
Actions
Unit - Move (Triggering unit) instantly to (Center of Lobby <gen>)
Select Old Man
Events
Unit - A unit enters Dive <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Ds <gen>)
Select Fat Kid
Events
Unit - A unit leaves Movies <gen>
Conditions
Actions
Game - Display to (All players) the text: Movies: Monsters VS. Aliens 5:30 pm, Zombie Land 7:30 pm, Haloween 2 10pm
Select Emo Guy
Events
Unit - A unit enters Lobby <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Select Emo Girl
Events
Conditions
Actions
Select Black Guy
Events
Conditions
Actions
Select Hottie
Events
Conditions
Actions
Select Nerd
Events
Conditions
Actions
Select Bully
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 Passive . Dies
Conditions
Actions
Unit - Move (Killing unit) instantly to (Center of Jail_1 <gen>)
Game - Display to (All players) the text: |c00cc0000P|c00c70000l|c00c20000a|c00be0000y|c00b90000e|c00b40000r |c00ab0000H|c00a60000a|c00a20000s |c00990000B|c00940000e|c008f0000e|c008b0000n |c00810000J|c007d0000a|c00780000i|c00730000l|c006f0000e|c006a0000d|c00660000!|rPlease Wait 60 Seconds Before you Are released.
Wait 60.00 seconds
Destructible - Open Dungeon Gate 0725 <gen>
Wait 10.00 seconds
Unit Group - Pick every unit in (Units in Jail <gen>) and do (Move (Triggering unit) instantly to (Center of SPNCJ <gen>))
Destructible - Close Dungeon Gate 0725 <gen>
Select Trickster
Events
Conditions
Actions
Select Girl
Events
Unit - A unit enters Enter_Jail <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SPNCJ <gen>)
Select Boy
Events
Unit - A unit enters Exit_City_Jail <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SPNOCJ <gen>)
Select Principle Male
Events
Unit - A unit enters Principle_male <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
((Owner of (Triggering unit)) controller) Not equal to Computer
Actions
Unit - Create 1 . (Unit-type of Principal 0142 <gen>) for (Owner of (Triggering unit)) at (Center of Principle <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Select Principle Female
Events
Unit - A unit enters Principle_Female <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
((Owner of (Triggering unit)) controller) Not equal to Computer
Actions
Unit - Create 1 . (Unit-type of Principal 0143 <gen>) for (Owner of (Triggering unit)) at (Center of Principle <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Visi
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Map <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Map <gen>
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