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Triggers
Jailbreak! v1.0.w3x
Variables
Menu
Off Them All
Create Copy
Clicked Buttom Copy Copy
Misc
minefield
sleepingguards
ToD
needdistract
information
Insaneguy1
Dontenter1
dententionopen
start
startcin1
starcin2
startcin3
startcin4
startcin5
startcin6
startcin7
timerstart
capture
captureneut
sinktext
sinkopen
capturecin1
capturecin2
captcinmove
capturecin3
capturecin4
capturecin5
guardcall
arrowshoot
wardendoorclose1
wardendoorclose2
wardendoorclose3
wardenstop
wardencamerarestore
rolldooropen
sewers
sewerexit
sewerexit2
ladder
ladder2
electricoff
sewerentertext
sewer enter
sewer enter 2
electric
electric death
electric death Copy
torturechamber
gaschamberenter
gaschamberopen
leverson
leversoff
gashint
gashint2
gaschamberpoison
gasrightlever
gaswronglever
gr2toff
foot1
foot 2
foot 3
foot 4
fireon
firehalldeath
arrowdeath
gr2step2
gr2step21
gr2step3
gr2step31
gr2step4
gr2step41
gr2step5
gr2step51
firedeath
tortureneut
torturedeath
torturecin1
torturecin2
torturecin3
torturecin4
torturecin5
torturecin6
crematorysign
crematorysignlook
soultalk
DeathOMatic
Teleportto
DOMtext1
DOMrelease
DOMmove1
DOMmove2
DOMmove3
DOMmove4
DOMmove5
DOMmove6
DOMmove7
DOMstop
Teleportout
Maze
Secretswitch
healthtext
health1
secretswitchtext
dooropen1
mazeguard1
mazeguard2
mazeguard3
dooropen2
Xtp
Xtele
zombieattack
mazedeath
mazedeathtext
Sleeping Guards
wakeup guard 1
wakeup guard 2
wakeup guard 3
sleep
resleep
mines
mines
minecinematic 1
minecinematic 2
minecinematic 3
minecinematic 4
minecinematic 5
mine off
Sleep Effect
sleepeffect
Player Leaves
P1leaves
P2leaves
P3leaves
P4leaves
P5Leaves
P6leaves
P7leaves
Distraction
gatedie
distractroom
guards
rightlever
wronglever1
wronglever2
insanesuicide
door open
wardenhallway
ally prisoners
doorexplode
statuetext
badexplode
leftshield
rightshield
experimenttext
experimentneut
experimentrelease
experimentattack
experimentdie
Warden Battle
wardentriggeroff
prisonertext
prisonerrelease
ironmaidenenter
ironmaidenhit
arrowenter
arrowhit
wardenexplodeenter
wardenexplode
levertext
dark
darkcinematic 1
darkcinematic 2
darkcinematic 3
darkcinematic 4
darkcinematic 5
darkdeath
Victory
mainkey
Boat
boatcin
boatcin2
boatcin3
boatcin4
boatcin5
Defeat
timerexpire
end
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
CApute
button
No
Endtimer
timer
No
Game_Type
dialog
No
GameTimer
timer
No
Normal_game
button
No
Off Them All
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Cinematic - Disable user control for Player Group - Player 3 (Teal) .
Cinematic - Disable user control for Player Group - Player 4 (Purple) .
Cinematic - Disable user control for Player Group - Player 5 (Yellow) .
Cinematic - Disable user control for Player Group - Player 6 (Orange) .
Cinematic - Disable user control for Player Group - Player 7 (Green) .
Cinematic - Disable user control for Player Group - Player 8 (Pink) .
Cinematic - Disable user control for Player Group - Player 9 (Gray) .
Cinematic - Disable user control for Player Group - Player 10 (Light Blue) .
Create Copy
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Cinematic - Fade out over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Dialog - Clear Game_Type
Dialog - Change the title of Game_Type to Skip the Beginning Cinematic?
Dialog - Create a dialog button for Game_Type labelled Yes
Set Variable Set Normal_game = (Last created dialog Button)
Dialog - Create a dialog button for Game_Type labelled No
Set Variable Set CApute = (Last created dialog Button)
Dialog - Show Game_Type for Player 1 (Red)
Clicked Buttom Copy Copy
Events
Dialog - A dialog button is clicked for Game_Type
Conditions
Actions
Dialog - Hide Game_Type for Player 1 (Red)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Normal_game
Then - Actions
Game - Display to (All players) the text: Cinematic Skipped
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Cinematic - Enable user control for Player Group - Player 4 (Purple) .
Cinematic - Enable user control for Player Group - Player 6 (Orange) .
Cinematic - Enable user control for Player Group - Player 5 (Yellow) .
Cinematic - Enable user control for Player Group - Player 7 (Green) .
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Trigger - Run timerstart <gen> (ignoring conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to CApute
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to CApute
Then - Actions
Game - Display to (All players) the text: Cinematic Starting...
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Trigger - Run startcin1 <gen> (ignoring conditions)
Else - Actions
Else - Actions
minefield
Events
Unit - A unit enters minetext <gen>
Conditions
Actions
Floating Text - Create floating text that reads This place is a minefield! at (Center of guardresleep <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
sleepingguards
Events
Unit - A unit enters sleeptext <gen>
Conditions
Actions
Floating Text - Create floating text that reads Better not wake up these guards at (Center of wakeuptext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Uh oh! Searchlights! at (Center of spotlighttext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
ToD
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 20.00
Game - Turn the day/night cycle Off
Visibility - Disable black mask
Visibility - Disable fog of war
Trigger - Turn off minecinematic_2 <gen>
Trigger - Turn off darkcinematic_1 <gen>
Trigger - Turn off darkcinematic_3 <gen>
Trigger - Turn off dooropen1 <gen>
Trigger - Turn off firehalldeath <gen>
Trigger - Turn off capturecin3 <gen>
Trigger - Turn off capturecin5 <gen>
Trigger - Turn off rolldooropen <gen>
Trigger - Turn off statuetext <gen>
Trigger - Turn off experimenttext <gen>
Trigger - Turn off prisonertext <gen>
needdistract
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Need a distraction... at (Center of Distractguards <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
information
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Information with the description Dont attack any of the guards. If the game requires you to put an item inside a circle of power, MAKE SURE the item is in the first slot! Dont step on some on the tiles: Example: The sleeping guards, dont step on the tan marble. The gas chamber: The first riddle: look above the room for the hint. Required items (the statue's shields) must be in slot 1 to work. , using icon path ReplaceableTextures\CommandButtons\BTNManual3.blp
Quest - Create a Required quest titled Description with the description You are a prisoner sent to the island. You have no idea why you are here. But you will find out that something more than just keeping evil people is going on here. Survive traps, fight bosses, and escape the island before daybreak hits in 30 minutes. , using icon path ReplaceableTextures\CommandButtons\BTNAntiMagicShell.blp
Quest - Create a Required quest titled Credits with the description Designer/Creator: Sorccerer. Creator/Partner: Shadowfire. Testers: Sorccerer, Shadowfire, Electrobolt[Thanks to everyone at www.hiveworkshop.com] , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Insaneguy1
Events
Unit - A unit enters Insaneguy <gen>
Conditions
Actions
Floating Text - Create floating text that reads I can distract those guards if you get me the key to this cell at (Center of Insaneguy <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Theres the key! Hmm, one of these levers might work.... at (Center of howtogetpast <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Dontenter1
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads DO NOT ENTER!!! at (Center of Dontenter1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
dententionopen
Events
Unit - A unit enters detentionopen <gen>
Conditions
Actions
Destructible - Kill Lever 0990 <gen>
Destructible - Open Solitary Confinment Cell 0989 <gen>
startcin1
Events
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Sound - Play Doom <gen>
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of leverkill1 <gen>) over 4.00 seconds
Game - Display to (All players) the text: |c00808080J|c008C8C8CA|c00979797I|c00A3A3A3L|c00AEAEAEB|c00BABABAR|c00C5C5C5E|c00D1D1D1A|c00DCDCDCK|c00E8E8E8!|c00F3F3F3!|c00FFFFFF!|r
Cinematic - Send transmission to (All players) from Prisoner #331 0009 <gen> named Prisoner #331 : Play No sound and display Where are we? . Modify duration: Add 0 seconds and Wait
Trigger - Run starcin2 <gen> (ignoring conditions)
starcin2
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner 0000 <gen> named Prisoner : Play No sound and display You are in a prison . Modify duration: Add 0 seconds and Wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of wakeup32 <gen>) over 4.00 seconds
Game - Display to (All players) the text: Created by:
Trigger - Run startcin3 <gen> (ignoring conditions)
startcin3
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner #333 0011 <gen> named Prisoner #333 : Play No sound and display But what did we do? . Modify duration: Add 0 seconds and Wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of torturedeath10 <gen>) over 5.00 seconds
Game - Display to (All players) the text: |c005BC6D9S|c005DBDD5o|c005FB3D1r|c0060AACCc|c0062A0C8c|c006497C4e|c00668DC0r|c006784BBe|c00697BB7r|c006B71B3 |c006D68AF&|c006E5EAA |c007055A6S|c00724BA2h|c0074429Ea|c00753999d|c00772F95o|c00792691w|c007B1C8Df|c007C1388i|c007E0984r|c00800080e|r
Wait 2 seconds
Trigger - Run startcin4 <gen> (ignoring conditions)
startcin4
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner 0001 <gen> named Prisoner 2 : Play No sound and display You didnt do anything, none of us did! They take us here, and do unatural things. Nobody that came here, ever escaped. All that try to escape are killed. . Modify duration: Add 0 seconds and Wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of captureprisonermove <gen>) over 3.00 seconds
Game - Display to (All players) the text: |c00E92116Have Fun!|r
Wait 2 seconds
Trigger - Run startcin5 <gen> (ignoring conditions)
startcin5
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner #334 0012 <gen> named Prisoner #334 : Play No sound and display Guys, i know a guy that can take us away from the island, but we have to get to the dock. . Modify duration: Add 0 seconds and Wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of prisonerrelease <gen>) over 3.00 seconds
Game - Display to (All players) the text: |c00008000Check the 'Quest Log' for more info!|r
Wait 2 seconds
Trigger - Run startcin6 <gen> (ignoring conditions)
startcin6
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner #336 0014 <gen> named Prisoner #336 : Play No sound and display We should go during nightfall, it will be easier to go without being seen. . Modify duration: Add 0 seconds and Wait
Cinematic - Clear the screen of text messages for (All players) .
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of boat <gen>) over 3.00 seconds
Wait 2 seconds
Trigger - Run startcin7 <gen> (ignoring conditions)
startcin7
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Prisoner #337 0015 <gen> named Prisoner #337 : Play No sound and display Lets go, no turning back now. . Modify duration: Add 0 seconds and Wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of ScinCameramove <gen>) over 2.00 seconds
Trigger - Run timerstart <gen> (ignoring conditions)
timerstart
Events
Conditions
Actions
Sound - Stop music After fading
Cinematic - Turn cinematic mode Off for (All players)
Countdown Timer - Start GameTimer as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Time until daybreak
Visibility - Disable fog of war
Visibility - Disable black mask
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Cinematic - Enable user control for Player Group - Player 3 (Teal) .
Cinematic - Enable user control for Player Group - Player 4 (Purple) .
Cinematic - Enable user control for Player Group - Player 5 (Yellow) .
Cinematic - Enable user control for Player Group - Player 6 (Orange) .
Cinematic - Enable user control for Player Group - Player 7 (Green) .
Sound - Play DarkAgents <gen>
captureneut
Events
Map initialization
Conditions
Actions
Unit - Change ownership of Sleeping Guard 0087 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0089 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0090 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0093 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0108 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0109 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0112 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0107 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0110 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0114 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0120 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0106 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0106 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0105 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0101 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0099 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0100 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0098 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Warden 0095 <gen> to Neutral Passive and Retain color
sinktext
Events
Unit - A unit enters sinktextenter <gen>
Conditions
Actions
Destructible - Close Dungeon Gate 0930 <gen>
Floating Text - Create floating text that reads Something in this room is a bit strange... at (Center of sinktext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
sinkopen
Events
Unit - A unit enters sink <gen>
Conditions
Actions
Floating Text - Change text of (Last created floating text) to Woah! That sink has a door behind it! using font size 10
Floating Text - Create floating text that reads Arrow Shooter Activation at (Center of arrowtext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Destructible - Open Rolling Stone Door 0931 <gen>
Unit - Order Warden 0095 <gen> to Move To . (Center of wardonwalk1 <gen>)
Trigger - Turn off (This trigger)
capturecin1
Events
Unit - A unit enters capturecin <gen>
Conditions
Actions
Destructible - Open Iron Gate 0933 <gen>
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Warden 0095 <gen> named The Warden : Play No sound and display There they are! Get them! . Modify duration: Add 0 seconds and Wait
Sound - Play Tension <gen>
Unit - Move Prisoner #331 0009 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #332 0010 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #333 0011 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #334 0012 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #335 0013 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #336 0014 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #337 0015 <gen> instantly to (Random point in captureprisonermove <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Order Warden 0095 <gen> to Move To . (Center of wardonwalk1 <gen>)
Unit - Order Sleeping Guard 0108 <gen> to Move To . (Random point in guardstand <gen>)
Unit - Order Sleeping Guard 0093 <gen> to Move To . (Random point in guardstand <gen>)
Unit - Order Sleeping Guard 0105 <gen> to Move To . (Random point in guardstand <gen>)
Unit - Order Sleeping Guard 0106 <gen> to Move To . (Random point in guardstand <gen>)
Unit - Order Sleeping Guard 0101 <gen> to Move To . (Random point in guardstand <gen>)
Camera - Lock camera target for Player 1 (Red) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Sleeping Guard 0107 <gen> , offset by ( 0 , 0 ) using Default rotation
Trigger - Turn off (This trigger)
capturecin2
Events
Unit - A unit enters wardonwalk1 <gen>
Conditions
Actions
Trigger - Turn on capturecin3 <gen>
Unit - Create 1 . Prisoner for Player 12 (Brown) at (Center of capcin1 <gen>) facing Default building facing degrees
Cinematic - Send transmission to (All players) from Warden 0095 <gen> named The Warden : Play No sound and display You've caused us quite a bit of trouble, but there is no escape! . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
captcinmove
Events
Unit - A unit enters capcin1 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Center of capcin2 <gen>)
capturecin3
Events
Unit - A unit enters capcin2 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Cinematic - Send transmission to (All players) from Warden 0095 <gen> named The Warden : Play No sound and display Take them away! . Modify duration: Add 0 seconds and Wait
Unit - Move Prisoner #331 0009 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #332 0010 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #333 0011 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #334 0012 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #335 0013 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #336 0014 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Unit - Move Prisoner #337 0015 <gen> instantly to (Random point in sinktextenter <gen>) , facing (Center of wardonwalk1 <gen>)
Trigger - Turn off (This trigger)
capturecin4
Events
Unit - A unit enters sinktextenter <gen>
Conditions
Actions
Trigger - Turn on capturecin5 <gen>
Unit - Create 1 . Prisoner for Player 12 (Brown) at (Center of capcin1 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of sinktextenter <gen>) over 2.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of sinktextenter <gen>) over 2.00 seconds
Trigger - Turn off (This trigger)
capturecin5
Events
Unit - A unit enters capcin2 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Sound - Stop music After fading
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Sound - Play DarkAgents <gen>
guardcall
Events
Unit - A unit enters guardcall <gen>
Conditions
Actions
Destructible - Open Dungeon Gate 0930 <gen>
Destructible - Kill Foot Switch 0953 <gen>
Unit - Change ownership of Sleeping Guard 0100 <gen> to Player 10 (Light Blue) and Change color
Unit - Change ownership of Sleeping Guard 0099 <gen> to Player 10 (Light Blue) and Change color
Unit - Order Sleeping Guard 0100 <gen> to Move To . (Random point in guardcall <gen>)
Unit - Order Sleeping Guard 0099 <gen> to Move To . (Random point in guardcall <gen>)
Floating Text - Create floating text that reads WHAT WAS THAT? above Sleeping Guard 0100 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
arrowshoot
Events
Unit - A unit enters arrowactivate <gen>
Conditions
Actions
Unit - Cause Warden 0095 <gen> to damage Warden 0095 <gen> , dealing 50000.00 damage of attack type Spells and damage type Normal
Unit - Change ownership of Warden 0095 <gen> to Player 10 (Light Blue) and Retain color
Destructible - Kill Lever 0954 <gen>
Floating Text - Destroy (Last created floating text)
Trigger - Turn on rolldooropen <gen>
Destructible - Open Iron Gate 0981 <gen>
Destructible - Open Iron Gate 0982 <gen>
Destructible - Open Iron Gate 1024 <gen>
Destructible - Open Iron Gate 0983 <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - Lock camera target for Player 1 (Red) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Warden 0095 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Order Warden 0095 <gen> to Move To . (Center of wardendoor1 <gen>)
Cinematic - Send transmission to (All players) from Warden 0095 <gen> named The Warden : Play No sound and display OUCH! . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
wardendoorclose1
Events
Unit - A unit enters wardendoor1 <gen>
Conditions
Actions
Destructible - Close Iron Gate 0981 <gen>
Unit - Order (Triggering unit) to Move To . (Center of wardendoor2 <gen>)
Trigger - Turn off (This trigger)
wardendoorclose2
Events
Unit - A unit enters wardendoor2 <gen>
Conditions
Actions
Destructible - Close Iron Gate 0982 <gen>
Destructible - Close Iron Gate 1024 <gen>
Unit - Order (Triggering unit) to Move To . (Center of wardendoor3 <gen>)
Trigger - Turn off (This trigger)
wardendoorclose3
Events
Unit - A unit enters wardendoor3 <gen>
Conditions
Actions
Destructible - Close Iron Gate 0983 <gen>
Unit - Order (Triggering unit) to Move To . (Center of wardenroom <gen>)
Trigger - Turn off (This trigger)
wardenstop
Events
Unit - A unit enters wardenroom <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of wardenroom <gen>)
Unit - Make (Triggering unit) face (Center of wardendoor3 <gen>) over 0 seconds
Unit - Change ownership of Warden 0095 <gen> to Neutral Passive and Retain color
Trigger - Turn off (This trigger)
wardencamerarestore
Events
Unit - A unit enters wardendoor4 <gen>
Conditions
Actions
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Trigger - Turn off (This trigger)
rolldooropen
Events
Unit - A unit enters rollingdoor <gen>
Conditions
Actions
Destructible - Kill Foot Switch 0952 <gen>
Destructible - Open Rolling Stone Door 0932 <gen>
Destructible - Close Iron Gate 0933 <gen>
sewerexit
Events
Unit - A unit enters caveenter <gen>
Conditions
Actions
Camera - Lock camera target for (Owner of (Triggering unit)) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Unit - Move (Triggering unit) instantly to (Center of sewerexit <gen>)
sewerexit2
Events
Unit - A unit enters sewerexit <gen>
Conditions
Actions
Camera - Reset camera for (Owner of (Triggering unit)) to standard game-view over 0 seconds
Cinematic - Ping minimap for (All players) at (Center of sewerexit <gen>) for 5.00 seconds
ladder
Events
Unit - A unit enters ladder <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of ladder_exit <gen>)
ladder2
Events
Unit - A unit enters ladder2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of ladderexit2 <gen>)
electricoff
Events
Unit - A unit enters elect_off <gen>
Conditions
Actions
Destructible - Kill Lever 0629 <gen>
Trigger - Turn off electric_death <gen>
Floating Text - Create floating text that reads Electric Field Off at (Center of elect_off <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
sewerentertext
Events
Unit - A unit enters sewer_text <gen>
Conditions
Actions
Floating Text - Create floating text that reads Eeew, guess its into the sewers! No going back! at (Center of sewerenter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
sewer enter
Events
Unit - A unit enters sewerenter <gen>
Conditions
Actions
Camera - Lock camera target for (Owner of (Triggering unit)) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Unit - Move (Triggering unit) instantly to (Center of water_enter <gen>)
sewer enter 2
Events
Unit - A unit enters water_enter <gen>
Conditions
Actions
Camera - Reset camera for (Owner of (Triggering unit)) to standard game-view over 0 seconds
Cinematic - Ping minimap for (All players) at (Center of water_enter <gen>) for 5.00 seconds
electric
Events
Unit - A unit enters electon <gen>
Conditions
Actions
Destructible - Kill Foot Switch 0577 <gen>
Destructible - Kill Foot Switch 0576 <gen>
Floating Text - Create floating text that reads Oops... at (Center of electon <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Electric Field Activated at (Center of elect_2 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Theres has to be a way to cross at (Center of crosstext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
electric death
Events
Unit - A unit enters electdeath <gen>
Unit - A unit enters electdeath2 <gen>
Unit - A unit enters electdeath3 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
electric death Copy
Events
Unit - A unit enters electdeath3 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
gaschamberenter
Events
Unit - A unit enters gasenter <gen>
Conditions
Actions
Floating Text - Create floating text that reads Hey. this sign has a hint... at (Center of gastext1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
gaschamberopen
Events
Unit - A unit enters gaschamberdooropen <gen>
Conditions
Actions
Destructible - Open Iron Gate 0738 <gen>
Trigger - Turn off (This trigger)
leverson
Events
Unit - A unit enters gasfoot1 <gen>
Conditions
Actions
Destructible - Kill Foot Switch 0682 <gen>
Trigger - Turn on gasrightlever <gen>
Trigger - Turn on gaswronglever <gen>
Trigger - Turn off (This trigger)
leversoff
Events
Map initialization
Conditions
Actions
Trigger - Turn off gasrightlever <gen>
Trigger - Turn off gaswronglever <gen>
gashint
Events
Unit - A unit enters gassign <gen>
Conditions
Actions
Floating Text - Change text of (Last created floating text) to It says: Out of the room are two tiles. Then there is a poem: Black can be as light as white, small can be a good as big. WTF!!! using font size 10
gashint2
Events
Unit - A unit enters gashint2 <gen>
Conditions
Actions
Floating Text - Change text of (Last created floating text) to It says: Only the graves hint the order to life... wierd.... using font size 10
gaschamberpoison
Events
Unit - A unit enters gaspoison <gen>
Conditions
Actions
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 1000.00 damage of attack type Spells and damage type Normal
gasrightlever
Events
Unit - A unit enters gaslever2 <gen>
Conditions
Actions
Destructible - Kill Lever 0681 <gen>
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 250.00 damage of attack type Spells and damage type Normal
Unit - Kill Guard 0062 <gen>
Unit - Kill Guard 0068 <gen>
Unit - Kill Guard 0066 <gen>
Unit - Kill Guard 0067 <gen>
Unit - Kill Guard 0064 <gen>
Unit - Kill Guard 0065 <gen>
Destructible - Open Iron Gate 0677 <gen>
Trigger - Turn off gaswronglever <gen>
Trigger - Turn off (This trigger)
gaswronglever
Events
Unit - A unit enters gaslever1 <gen>
Conditions
Actions
Destructible - Kill Lever 0681 <gen>
Unit - Kill (Triggering unit)
Destructible - Kill Iron Gate 0694 <gen>
Destructible - Kill Iron Gate 0695 <gen>
gr2toff
Events
Map initialization
Conditions
Actions
Trigger - Turn off foot_2 <gen>
Trigger - Turn off foot_3 <gen>
Trigger - Turn off foot_4 <gen>
Trigger - Turn off gr2step2 <gen>
Trigger - Turn off gr2step21 <gen>
Trigger - Turn off gr2step3 <gen>
Trigger - Turn off gr2step31 <gen>
Trigger - Turn off gr2step4 <gen>
Trigger - Turn off gr2step41 <gen>
Trigger - Turn off gr2step5 <gen>
Trigger - Turn off gr2step51 <gen>
Trigger - Turn off torturecin4 <gen>
Trigger - Turn off torturecin6 <gen>
foot1
Events
Unit - A unit enters gaschamberfoot2 <gen>
Conditions
Actions
Destructible - Kill
Trigger - Turn on gr2step2 <gen>
Trigger - Turn on gr2step21 <gen>
Trigger - Turn off (This trigger)
foot 2
Events
Unit - A unit enters gaschamberfoot2 <gen>
Conditions
Actions
Destructible - Kill
Trigger - Turn on gr2step3 <gen>
Trigger - Turn on gr2step31 <gen>
Trigger - Turn off (This trigger)
foot 3
Events
Unit - A unit enters gaschamberfoot2 <gen>
Conditions
Actions
Destructible - Kill
Trigger - Turn on gr2step41 <gen>
Trigger - Turn on gr2step4 <gen>
Trigger - Turn off (This trigger)
foot 4
Events
Unit - A unit enters gaschamberfoot2 <gen>
Conditions
Actions
Destructible - Kill
Trigger - Turn on gr2step51 <gen>
Trigger - Turn on gr2step5 <gen>
Trigger - Turn off (This trigger)
fireon
Events
Unit - A unit enters fireswitch <gen>
Unit - A unit enters fireswitch2 <gen>
Conditions
Actions
Destructible - Kill Foot Switch 0739 <gen>
Destructible - Kill Foot Switch 1086 <gen>
Unit - Create 1 . Fire for Neutral Passive at (Center of fire1 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire2 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire3 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire4 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire5 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire6 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire7 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire8 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire9 <gen>) facing Default building facing degrees
Unit - Create 2 . Fire for Neutral Passive at (Center of fire10 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire11 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire12 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire13 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire14 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire15 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire16 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire17 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire18 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of fire19 <gen>) facing Default building facing degrees
Unit - Create 2 . Fire for Neutral Passive at (Center of fire20 <gen>) facing Default building facing degrees
Trigger - Turn on firehalldeath <gen>
Trigger - Turn off (This trigger)
firehalldeath
Events
Unit - A unit enters firedeath4 <gen>
Unit - A unit enters firedeath3 <gen>
Unit - A unit enters firedeath2 <gen>
Unit - A unit enters firedeath1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
arrowdeath
Events
Unit - A unit enters arrow6 <gen>
Unit - A unit enters arrow7 <gen>
Unit - A unit enters arrow5 <gen>
Unit - A unit enters arrow4 <gen>
Unit - A unit enters arrow3 <gen>
Unit - A unit enters arrow2 <gen>
Unit - A unit enters arrow1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
gr2step2
Events
Unit - A unit enters gascircle1 <gen>
Conditions
Actions
Trigger - Turn off gr2step21 <gen>
Trigger - Turn on foot_2 <gen>
Destructible - Resurrect with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
gr2step21
Events
Unit - A unit enters gascircle2 <gen>
Unit - A unit enters gascircle3 <gen>
Unit - A unit enters gascircle4 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Destructible - Open Iron Gate 0694 <gen>
Destructible - Open Iron Gate 0695 <gen>
gr2step3
Events
Unit - A unit enters gascircle4 <gen>
Conditions
Actions
Trigger - Turn off gr2step31 <gen>
Trigger - Turn on foot_3 <gen>
Destructible - Resurrect with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
gr2step31
Events
Unit - A unit enters gascircle2 <gen>
Unit - A unit enters gascircle3 <gen>
Unit - A unit enters gascircle1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Destructible - Open Iron Gate 0694 <gen>
Destructible - Open Iron Gate 0695 <gen>
gr2step4
Events
Unit - A unit enters gascircle2 <gen>
Conditions
Actions
Trigger - Turn off gr2step41 <gen>
Trigger - Turn on foot_4 <gen>
Destructible - Resurrect with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
gr2step41
Events
Unit - A unit enters gascircle4 <gen>
Unit - A unit enters gascircle3 <gen>
Unit - A unit enters gascircle1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Destructible - Open Iron Gate 0694 <gen>
Destructible - Open Iron Gate 0695 <gen>
gr2step5
Events
Unit - A unit enters gascircle3 <gen>
Conditions
Actions
Trigger - Turn off gr2step51 <gen>
Destructible - Open Iron Gate 0678 <gen>
Destructible - Open Iron Gate 0695 <gen>
Destructible - Open Iron Gate 0694 <gen>
Trigger - Turn off (This trigger)
gr2step51
Events
Unit - A unit enters gascircle4 <gen>
Unit - A unit enters gascircle2 <gen>
Unit - A unit enters gascircle1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Destructible - Open Iron Gate 0694 <gen>
Destructible - Open Iron Gate 0695 <gen>
firedeath
Events
Unit - A unit enters fire <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
tortureneut
Events
Map initialization
Conditions
Actions
Unit - Change ownership of Sleeping Guard 0073 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0070 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0069 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Master Torturer 0072 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0062 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0068 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0066 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0067 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0064 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Guard 0065 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Fire 0074 <gen> to Neutral Passive and Change color
Unit - Change ownership of Fire 0075 <gen> to Neutral Passive and Change color
Unit - Change ownership of Fire 0076 <gen> to Neutral Passive and Change color
Unit - Change ownership of Fire 0077 <gen> to Neutral Passive and Change color
Unit - Change ownership of Sleeping Guard 0084 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0081 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0082 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0104 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0159 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0160 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0161 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0162 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0163 <gen> to Neutral Passive and Retain color
torturedeath
Events
Unit - A unit enters torturedeath1 <gen>
Unit - A unit enters torturedeath3 <gen>
Unit - A unit enters torturedeath8 <gen>
Unit - A unit enters torturedeath9 <gen>
Unit - A unit enters torturedeath10 <gen>
Unit - A unit enters torturedeath11 <gen>
Unit - A unit enters torturedeath12 <gen>
Unit - A unit enters torturedeath13 <gen>
Unit - A unit enters torturedeath14 <gen>
Unit - A unit enters torturedeath5 <gen>
Unit - A unit enters torturedeath6 <gen>
Unit - A unit enters torturedeath7 <gen>
Unit - A unit enters torturedeath4 <gen>
Unit - A unit enters torturedeath2 <gen>
Unit - A unit enters torturedeath15 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0073 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0070 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0069 <gen> to Attack . (Triggering unit)
Unit - Order Master Torturer 0072 <gen> to Attack . (Triggering unit)
Unit - Kill (Triggering unit)
Trigger - Run torturecin1 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
torturecin1
Events
Unit - A unit enters tortureswitch <gen>
Conditions
Actions
Destructible - Kill Lever 0741 <gen>
Trigger - Turn off torturedeath <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - Shake the camera for Player 1 (Red) with magnitude 3
Camera - Shake the camera for Player 2 (Blue) with magnitude 3
Camera - Shake the camera for Player 3 (Teal) with magnitude 3
Camera - Shake the camera for Player 4 (Purple) with magnitude 3
Camera - Shake the camera for Player 5 (Yellow) with magnitude 3
Camera - Shake the camera for Player 6 (Orange) with magnitude 3
Camera - Shake the camera for Player 7 (Green) with magnitude 3
Camera - Lock camera target for Player 1 (Red) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Master Torturer 0072 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Make Master Torturer 0072 <gen> face (Center of torturedeath14 <gen>) over 0 seconds
Cinematic - Send transmission to (All players) from Master Torturer 0072 <gen> named Dr. Paihn : Play No sound and display What was that? . Modify duration: Add 0 seconds and Wait
Trigger - Run torturecin3 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
torturecin2
Events
Unit - A unit enters darkcin2 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Center of darkcin3 <gen>)
torturecin3
Events
Unit - A unit enters darkcin3 <gen>
Conditions
Actions
Unit - Move Tortured Soul 0078 <gen> instantly to (Center of torturedeath15 <gen>) , facing (Position of Master Torturer 0072 <gen>)
Unit - Make Master Torturer 0072 <gen> face (Center of torturedeath15 <gen>) over 0 seconds
Cinematic - Send transmission to (All players) from Tortured Soul 0078 <gen> named Tortured Soul : Play No sound and display You will not torture another soul! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on torturecin4 <gen>
Trigger - Run torturecin4 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
torturecin4
Events
Unit - A unit enters darkcin3 <gen>
Conditions
Actions
Cinematic - Send transmission to (All players) from Master Torturer 0072 <gen> named Dr. Paihn : Play No sound and display WHAT?! whats happening? . Modify duration: Add 0 seconds and Wait
Unit - Order Tortured Soul 0078 <gen> to Attack . Master Torturer 0072 <gen>
Wait 3.00 seconds
Unit - Kill Sleeping Guard 0073 <gen>
Unit - Kill Sleeping Guard 0070 <gen>
Unit - Kill Sleeping Guard 0069 <gen>
Trigger - Run torturecin5 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
torturecin5
Events
Unit - Master Torturer 0072 <gen> Dies
Conditions
Actions
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Camera - Stop swaying/shaking the camera for Player 5 (Yellow) .
Camera - Stop swaying/shaking the camera for Player 6 (Orange) .
Camera - Stop swaying/shaking the camera for Player 7 (Green) .
Cinematic - Send transmission to (All players) from Tortured Soul 0078 <gen> named Freed Soul : Play No sound and display Thank you for freeing my spirit. The flames now shall not hurt you. . Modify duration: Add 0 seconds and Wait
Trigger - Turn on torturecin6 <gen>
Unit - Replace Fire 0074 <gen> with a Fire (ghost) using The old unit's relative life and mana
Unit - Replace Fire 0075 <gen> with a Fire (ghost) using The old unit's relative life and mana
Unit - Replace Fire 0076 <gen> with a Fire (ghost) using The old unit's relative life and mana
Unit - Replace Fire 0077 <gen> with a Fire (ghost) using The old unit's relative life and mana
Trigger - Turn off firedeath <gen>
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Unit - Kill Tortured Soul 0078 <gen>
Floating Text - Change text of (Last created floating text) to Thank you.... using font size 10
Trigger - Run torturecin6 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
torturecin6
Events
Unit - A unit enters darkcin3 <gen>
Conditions
Actions
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Unit - Kill Tortured Soul 0078 <gen>
Floating Text - Change text of (Last created floating text) to Thank you.... using font size 10
crematorysign
Events
Unit - A unit enters crematorysign <gen>
Conditions
Actions
Floating Text - Change text of (Last created floating text) to Crematory. WARNING: Do not enter! using font size 10
Floating Text - Create floating text that reads Hey come here! at (Center of soultalk <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
crematorysignlook
Events
Unit - A unit enters crematorysignlook <gen>
Conditions
Actions
Floating Text - Create floating text that reads Hey look a sign! at (Center of crematorysign <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
soultalk
Events
Unit - A unit enters torturedsoultalk <gen>
Conditions
Actions
Floating Text - Change text of (Last created floating text) to I can douse those flames if you kill my torturer: Dr. Paihn using font size 10
Destructible - Kill ForceWall 0740 <gen>
Cinematic - Ping minimap for (All players) at (Center of torturedeath13 <gen>) for 5.00 seconds
Trigger - Turn off (This trigger)
Teleportto
Events
Unit - A unit enters gascircle3 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in DOMtpto <gen>)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Camera - Pan camera for (Owner of (Entering unit)) to (Center of DOMtpto <gen>) over 1.00 seconds
Trigger - Run DOMtext1 <gen> (ignoring conditions)
DOMtext1
Events
Unit - A unit enters DOMtpto <gen>
Conditions
Actions
Floating Text - Create floating text that reads Release the Death-O'-Matic! at (Center of DOMlever <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 0.00 %, 0.00 %), and 0 % transparency
Trigger - Turn off (This trigger)
DOMrelease
Events
Unit - A unit enters DOMrelease <gen>
Conditions
Actions
Destructible - Kill Lever 1126 <gen>
Floating Text - Change text of (Last created floating text) to RUN!!!!!! using font size 10
Destructible - Open City Entrance 0125 <gen>
Wait 0.50 seconds
Destructible - Kill Barrel of Explosives 1135 <gen>
Destructible - Kill Barricade 1137 <gen>
Destructible - Kill Barricade 1138 <gen>
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop1 <gen>)
DOMmove1
Events
Unit - A unit enters DOMstop1 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop2 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath1 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove2
Events
Unit - A unit enters DOMstop2 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Destructible - Kill Barrel of Explosives 1128 <gen>
Destructible - Kill Barrel of Explosives 1136 <gen>
Destructible - Kill Rock Chunks 1118 <gen>
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop3 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath2 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove3
Events
Unit - A unit enters DOMstop3 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Destructible - Kill Barrel of Explosives 1127 <gen>
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop4 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath3 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove4
Events
Unit - A unit enters DOMstop4 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Destructible - Kill Barrel of Explosives 1130 <gen>
Destructible - Kill Barrel of Explosives 1129 <gen>
Destructible - Kill Barrel of Explosives 1131 <gen>
Destructible - Kill Barricade 1120 <gen>
Destructible - Kill Barricade 1124 <gen>
Destructible - Kill Barricade 1121 <gen>
Destructible - Kill Barricade 1122 <gen>
Destructible - Kill Barricade 1123 <gen>
Destructible - Kill Barricade 1125 <gen>
Destructible - Kill Rock Chunks 1117 <gen>
Wait 0.40 seconds
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop5 <gen>)
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in DOMdeath4 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove5
Events
Unit - A unit enters DOMstop5 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop6 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath5 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove6
Events
Unit - A unit enters DOMstop6 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Destructible - Kill Barrel of Explosives 1132 <gen>
Destructible - Kill Barrel of Explosives 1119 <gen>
Destructible - Kill Rock Chunks 1116 <gen>
Destructible - Kill Barrel of Explosives 1119 <gen>
Destructible - Kill Barrel of Explosives 1134 <gen>
Unit - Kill Zombie 0117 <gen>
Unit - Kill Zombie 0059 <gen>
Unit - Kill Zombie 0083 <gen>
Unit - Kill Zombie 0165 <gen>
Unit - Kill Defleshed Experiment 0057 <gen>
Unit - Kill Carrion Beetle 0171 <gen>
Unit - Kill Zombie 0111 <gen>
Unit - Kill Defleshed Experiment 0056 <gen>
Unit - Kill Carrion Beetle 0170 <gen>
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop7 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath6 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMmove7
Events
Unit - A unit enters DOMstop7 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Unit - Kill Zombie 0166 <gen>
Unit - Kill Zombie 0168 <gen>
Unit - Kill Crypt Fiend 0058 <gen>
Unit - Kill Skeleton Warrior 0169 <gen>
Destructible - Pick every destructible in DOMdestruct <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Unit - Order Death-O'-Matic 5000 0172 <gen> to Move To . (Center of DOMstop8 <gen>)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in DOMdeath7 <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
DOMstop
Events
Unit - A unit enters DOMstop8 <gen>
Conditions
(Triggering unit) Equal to Death-O'-Matic 5000 0172 <gen>
Actions
Destructible - Kill Barrel of Explosives 1133 <gen>
Unit - Create 5 . Fire for Neutral Passive at (Random point in DOMdestruct <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Destructible - Kill Iron Gate 1115 <gen>
Destructible - Kill Iron Gate 0678 <gen>
Trigger - Turn off Teleportto <gen>
Teleportout
Events
Unit - A unit enters DOMteleout <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in gascircle4 <gen>)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Camera - Pan camera for (Owner of (Entering unit)) to (Center of gascircle4 <gen>) over 1.00 seconds
Trigger - Run DOMtext1 <gen> (ignoring conditions)
Secretswitch
Events
Unit - A unit enters secretmazeswitcg <gen>
Conditions
Actions
Destructible - Create a dead DTlv (Unexpected type: 'destructablecode') at (Center of secretlever <gen>) facing (Random angle) with scale 1 and variation 0
Unit - Create 1 . Circle of Power (small) for Neutral Passive at (Center of secretcircle <gen>) facing Default building facing degrees
Trigger - Turn on dooropen1 <gen>
Trigger - Turn off (This trigger)
healthtext
Events
Unit - A unit enters secretswitchtext <gen>
Conditions
Actions
Floating Text - Create floating text that reads Heal Yourself here at (Center of healthtext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
health1
Events
Unit - A unit enters health <gen>
Conditions
Actions
Unit - Set life of (Triggering unit) to (Life of (Triggering unit))
Hero - Create First Aid Kit and give it to (Triggering unit)
secretswitchtext
Events
Unit - A unit enters secretswitchtext <gen>
Conditions
Actions
Floating Text - Create floating text that reads Theres gotta be a switch around here somewhere at (Center of secrettext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
dooropen1
Events
Unit - A unit enters secretcircle <gen>
Conditions
Actions
Destructible - Pick every destructible in secretlever <gen> and do (Kill (Random destructible in secretlever <gen>))
Destructible - Open Gate 0797 <gen>
Trigger - Turn off (This trigger)
mazeguard1
Events
Unit - A unit enters mazeguard1 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0084 <gen> to Attack . (Triggering unit)
mazeguard2
Events
Unit - A unit enters mazeguard2 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0081 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0082 <gen> to Attack . (Triggering unit)
mazeguard3
Events
Unit - A unit enters mazeguard <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0104 <gen> to Attack . (Triggering unit)
dooropen2
Events
Unit - A unit enters mazedooropen2 <gen>
Conditions
Actions
Destructible - Kill Lever 0859 <gen>
Destructible - Open Gate 0722 <gen>
Trigger - Turn off (This trigger)
Xtp
Events
Unit - A unit enters xtp1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of xtp2 <gen>)
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie1 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie2 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie7 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Neutral Passive at (Center of zombie5 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Xtele
Events
Unit - A unit enters xtp1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of xtp2 <gen>)
zombieattack
Events
Unit - A unit enters zombieattack <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units of type Zombie) and do (Order (Picked unit) to Attack.(Triggering unit))
Unit Group - Pick every unit in (Units of type Zombie) and do (Change ownership of (Picked unit) to Player 10 (Light Blue) and Change color)
Trigger - Turn off (This trigger)
mazedeath
Events
Unit - A unit enters mazedeath1 <gen>
Unit - A unit enters mazedeath2 <gen>
Unit - A unit enters mazedeath3 <gen>
Unit - A unit enters mazedeath4 <gen>
Unit - A unit enters mazedeath5 <gen>
Unit - A unit enters mazedeath6 <gen>
Unit - A unit enters mazedeath7 <gen>
Unit - A unit enters mazedeath8 <gen>
Unit - A unit enters mazedeath9 <gen>
Unit - A unit enters mazedeath10 <gen>
Unit - A unit enters mazedeath11 <gen>
Unit - A unit enters mazedeath12 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
mazedeathtext
Events
Unit - A unit enters mazedeathtextstart <gen>
Conditions
Actions
Floating Text - Create floating text that reads Somethings fishy about this black marble... at (Center of mazedeathtext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
wakeup guard 1
Events
Unit - A unit enters wakeup1 <gen>
Unit - A unit enters wakeup12 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0048 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0037 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0041 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0049 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0050 <gen> to Attack . (Triggering unit)
wakeup guard 2
Events
Unit - A unit enters wakeup21 <gen>
Unit - A unit enters wakeup22 <gen>
Unit - A unit enters wakeup23 <gen>
Unit - A unit enters wakeup24 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0045 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0039 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0044 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0043 <gen> to Attack . (Triggering unit)
wakeup guard 3
Events
Unit - A unit enters wakeup31 <gen>
Unit - A unit enters wakeup32 <gen>
Unit - A unit enters wakeup33 <gen>
Conditions
Actions
Unit - Order Sleeping Guard 0047 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0046 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0038 <gen> to Attack . (Triggering unit)
Unit - Order Sleeping Guard 0042 <gen> to Attack . (Triggering unit)
sleep
Events
Map initialization
Conditions
Actions
Unit - Change ownership of Sleeping Guard 0037 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0052 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0054 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Searchlight 0053 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0038 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0039 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0041 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0042 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0043 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0044 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0045 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0046 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0047 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0048 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0049 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Sleeping Guard 0050 <gen> to Neutral Passive and Retain color
Unit - Make Sleeping Guard 0037 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0038 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0039 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0041 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0042 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0043 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0044 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0045 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0046 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0047 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0048 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0049 <gen> Sleep when unprovoked
Unit - Make Sleeping Guard 0050 <gen> Sleep when unprovoked
resleep
Events
Unit - A unit enters guardresleep <gen>
Conditions
Actions
Unit - Pause Sleeping Guard 0037 <gen>
Unit - Pause Sleeping Guard 0038 <gen>
Unit - Pause Sleeping Guard 0039 <gen>
Unit - Pause Sleeping Guard 0041 <gen>
Unit - Pause Sleeping Guard 0042 <gen>
Unit - Pause Sleeping Guard 0043 <gen>
Unit - Pause Sleeping Guard 0044 <gen>
Unit - Pause Sleeping Guard 0045 <gen>
Unit - Pause Sleeping Guard 0046 <gen>
Unit - Pause Sleeping Guard 0047 <gen>
Unit - Pause Sleeping Guard 0048 <gen>
Unit - Pause Sleeping Guard 0049 <gen>
Unit - Pause Sleeping Guard 0050 <gen>
mines
Events
Unit - A unit enters mine1 <gen>
Unit - A unit enters mine2 <gen>
Unit - A unit enters mine3 <gen>
Unit - A unit enters mine4 <gen>
Unit - A unit enters mine5 <gen>
Unit - A unit enters mine6 <gen>
Unit - A unit enters mine7 <gen>
Unit - A unit enters mine8 <gen>
Unit - A unit enters mine9 <gen>
Unit - A unit enters mine10 <gen>
Unit - A unit enters mine11 <gen>
Conditions
Actions
Unit - Explode (Triggering unit) .
minecinematic 1
Events
Unit - A unit enters minetext <gen>
Conditions
Actions
Trigger - Turn on minecinematic_2 <gen>
Unit - Create 1 . Prisoner for Player 12 (Brown) at (Center of mineprisoners <gen>) facing Default building facing degrees
Cinematic - Turn cinematic mode On for (All players)
Trigger - Turn off wakeup_guard_1 <gen>
Trigger - Turn off wakeup_guard_2 <gen>
Trigger - Turn off wakeup_guard_3 <gen>
Trigger - Turn off (This trigger)
minecinematic 2
Events
Unit - A unit enters mineprisoners <gen>
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Unit - Order (Triggering unit) to Move To . (Center of mine1 <gen>)
Cinematic - Send transmission to (All players) from (Triggering unit) named Escaped Prisoner 1 : Play No sound and display IM FREE! . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
minecinematic 3
Events
Unit - A unit enters mine1 <gen>
Conditions
Actions
Unit - Create 1 . Prisoner for Player 12 (Brown) at (Center of mineprisoner2 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
minecinematic 4
Events
Unit - A unit enters mineprisoner2 <gen>
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Unit - Order (Triggering unit) to Move To . (Center of mine12 <gen>)
Cinematic - Send transmission to (All players) from (Triggering unit) named Escaped Prisoner 2 : Play No sound and display Loser.... . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
minecinematic 5
Events
Unit - A unit enters mine3 <gen>
Conditions
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on wakeup_guard_1 <gen>
Trigger - Turn on wakeup_guard_2 <gen>
Trigger - Turn on wakeup_guard_3 <gen>
Trigger - Turn on (This trigger)
mine off
Events
Unit - A unit enters minedisable <gen>
Conditions
Actions
Trigger - Turn off mines <gen>
Floating Text - Create floating text that reads Minefield disabled at (Center of minedisable <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Destructible - Kill Lever 0113 <gen>
Floating Text - Create floating text that reads I've heard rumors about the Black Corridor, that if you step on the black marble, a monster will try to steal your soul! Guess i better not step on the black marble. at (Center of dark_2 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
sleepeffect
Events
Map initialization
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0045 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0043 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0038 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0073 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0081 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0084 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0048 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Sleeping Guard 0050 <gen> using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
P1leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #331 was CAUGHT!
Unit - Remove Prisoner #331 0009 <gen> from the game
P2leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #332 was CAUGHT!
Unit - Remove Prisoner #332 0010 <gen> from the game
P3leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #333 was CAUGHT!
Unit - Remove Prisoner #333 0011 <gen> from the game
P4leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #334 was CAUGHT!
Unit - Remove Prisoner #334 0012 <gen> from the game
P5Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #335 was CAUGHT!
Unit - Remove Prisoner #335 0013 <gen> from the game
P6leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #336 was CAUGHT!
Unit - Remove Prisoner #336 0014 <gen> from the game
P7leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Prisoner #337 was CAUGHT!
Unit - Remove Prisoner #337 0015 <gen> from the game
gatedie
Events
Unit - A unit enters keydrop <gen>
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I000_0035
Actions
Item - Remove gg_item_I000_0035
Destructible - Open Solitary Confinment Cell 0007 <gen>
distractroom
Events
Unit - A unit enters InsaneDistract <gen>
Conditions
Actions
Unit - Explode (Triggering unit) .
Unit - Kill (Triggering unit)
Sound - Play RainOfFireTarget1 <gen>
Camera - Lock camera target for Player 1 (Red) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Guard 0024 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Remove Guard 0020 <gen> from the game
Unit - Remove Guard 0024 <gen> from the game
Unit - Remove Guard 0022 <gen> from the game
Trigger - Turn off guards <gen>
Trigger - Turn off insanesuicide <gen>
Trigger - Turn off needdistract <gen>
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Visibility - Disable black mask
Visibility - Disable fog of war
Trigger - Turn off Insaneguy1 <gen>
Cinematic - Ping minimap for (All players) at (Center of Distractguards <gen>) for 5.00 seconds
Trigger - Turn off (This trigger)
guards
Events
Unit - A unit enters Distractguards <gen>
Conditions
Actions
Animation - Play Guard 0020 <gen> 's attack animation
Destructible - Close Solitary Confinment Cell 0989 <gen>
Unit - Move (Triggering unit) instantly to (Center of detention <gen>)
Destructible - Resurrect Lever 0990 <gen> with (Max life of (Last created destructible)) life and Show birth animation
rightlever
Events
Unit - A unit enters rightlever <gen>
Conditions
Actions
Unit - Kill Key Keeper 0040 <gen>
Destructible - Kill Lever 0083 <gen>
Trigger - Turn off wronglever1 <gen>
wronglever1
Events
Unit - A unit enters wronglever1 <gen>
Conditions
Actions
Destructible - Close Solitary Confinment Cell 0989 <gen>
Unit - Move (Triggering unit) instantly to (Center of detention <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Triggering unit)) to target (Center of wronglever1 <gen>)
Destructible - Create a LOcg (Unexpected type: 'destructablecode') at (Center of wronglever1 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Kill Lever 0084 <gen>
Destructible - Resurrect Lever 0990 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
wronglever2
Events
Unit - A unit enters wronglever2 <gen>
Conditions
Actions
Destructible - Close Solitary Confinment Cell 0989 <gen>
Unit - Move (Triggering unit) instantly to (Center of detention <gen>)
Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Triggering unit)) to target (Center of wronglever2 <gen>)
Destructible - Create a LOcg (Unexpected type: 'destructablecode') at (Center of wronglever2 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Kill Lever 0085 <gen>
Destructible - Resurrect Lever 0990 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
insanesuicide
Events
Destructible - Solitary Confinment Cell 0007 <gen> dies
Conditions
Actions
Cinematic - Send transmission to (All players) from Insane Prisoner 0016 <gen> named Insane Prisoner : Play No sound and display Thanks you for freeing me from this place.... . Modify duration: Add 0 seconds and Wait
Camera - Lock camera target for Player 1 (Red) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Insane Prisoner 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Order Insane Prisoner 0016 <gen> to Move To . (Center of InsaneDistract <gen>)
Trigger - Turn off needdistract <gen>
door open
Events
Unit - A unit enters opendoor1 <gen>
Conditions
Actions
Destructible - Open Dungeon Gate 0061 <gen>
Trigger - Turn off wronglever2 <gen>
Destructible - Kill Lever 0086 <gen>
Floating Text - Change text of (Last created floating text) to now to get the key and bring it to the insane prisoner using font size 10
ally prisoners
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Player 12 (Brown) as an Ally
doorexplode
Events
Unit - A unit enters doorexplode <gen>
Conditions
Actions
Destructible - Kill Lever 1010 <gen>
Unit - Create 1 . Fire for Neutral Passive at (Center of barrelfire2 <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of barrelfire1 <gen>) facing Default building facing degrees
Destructible - Kill Barrel of Explosives 0991 <gen>
Destructible - Kill Barrel of Explosives 0984 <gen>
Destructible - Destroy Iron Gate 0981 <gen>
Trigger - Turn on statuetext <gen>
Trigger - Turn off (This trigger)
statuetext
Events
Unit - A unit enters statuetext <gen>
Conditions
Actions
Floating Text - Create floating text that reads Hmmm... maybe if i give the statues their shields, something will happen... at (Center of enchantstatuetext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
badexplode
Events
Unit - A unit enters badexplode <gen>
Conditions
Actions
Unit - Create 1 . Fire for Neutral Passive at (Center of barrelfire3 <gen>) facing Default building facing degrees
Destructible - Kill Lever 1011 <gen>
Destructible - Kill Barrel of Explosives 1013 <gen>
Destructible - Kill Stone Wall 1014 <gen>
Unit - Explode (Triggering unit) .
Trigger - Turn off (This trigger)
leftshield
Events
Unit - A unit enters leftshield <gen>
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I002_0137
Actions
Destructible - Open Iron Gate 0982 <gen>
Item - Remove gg_item_I002_0137
Unit - Replace Shieldless Statue 0142 <gen> with a Enchanted Statue using The old unit's relative life and mana
rightshield
Events
Unit - A unit enters rightshield <gen>
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I003_0140
Actions
Destructible - Open Iron Gate 1024 <gen>
Item - Remove gg_item_I003_0140
Unit - Replace Shieldless Statue 0147 <gen> with a Enchanted Statue using The old unit's relative life and mana
Trigger - Turn on experimenttext <gen>
experimenttext
Events
Unit - A unit enters exfreetext <gen>
Conditions
Actions
Floating Text - Create floating text that reads Please free me! I cant take the pain! at (Center of experimenttext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
experimentneut
Events
Map initialization
Conditions
Actions
Unit - Change ownership of Insane Prisoner 0127 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Zombie 0135 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Zombie 0138 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Zombie 0129 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Prisoner 0139 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Prisoner 0141 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Tortured Soul 0155 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Experimental Mutation 0156 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Defleshed Experiment 0157 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Defleshed Experiment 0158 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Failed Experiment 0154 <gen> to Neutral Passive and Retain color
Unit - Change ownership of Boat Driver 0167 <gen> to Neutral Passive and Retain color
experimentrelease
Events
Unit - A unit enters experimentrelease <gen>
Conditions
Actions
Destructible - Kill Lever 1085 <gen>
Destructible - Kill Experiment Cage 1082 <gen>
Trigger - Turn on prisonertext <gen>
Trigger - Turn off (This trigger)
experimentattack
Events
Destructible - Experiment Cage 1082 <gen> dies
Conditions
Actions
Unit - Order Failed Experiment 0154 <gen> to Attack . Iron Gate 0983 <gen>
Trigger - Turn on experimentdie <gen>
experimentdie
Events
Destructible - Iron Gate 0983 <gen> dies
Conditions
Actions
Unit - Kill Failed Experiment 0154 <gen>
wardentriggeroff
Events
Map initialization
Conditions
Actions
Trigger - Turn off ironmaidenhit <gen>
Trigger - Turn off ironmaidenenter <gen>
Trigger - Turn off arrowenter <gen>
Trigger - Turn off arrowhit <gen>
Trigger - Turn off wardenexplodeenter <gen>
Trigger - Turn off wardenexplode <gen>
Trigger - Turn off boatcin2 <gen>
Trigger - Turn off experimentdie <gen>
prisonertext
Events
Unit - A unit enters wardendoor3 <gen>
Conditions
Actions
Floating Text - Create floating text that reads Release the prisoners! at (Center of freetext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
prisonerrelease
Events
Unit - A unit enters prisonerrelease <gen>
Conditions
Actions
Sound - Play Credits <gen>
Destructible - Kill Lever 1016 <gen>
Floating Text - Create floating text that reads GET HER!! above Prisoner 0125 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Destructible - Open Solitary Confinment Cell 1015 <gen>
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Order (Picked unit) to Attack.Warden 0095 <gen>)
Unit - Order Warden 0095 <gen> to Move To . (Center of wardenmaiden <gen>)
Trigger - Turn on ironmaidenenter <gen>
Trigger - Turn off (This trigger)
ironmaidenenter
Events
Unit - A unit enters wardenmaiden <gen>
Conditions
Actions
Destructible - Resurrect Lever 1029 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Order (Picked unit) to Attack.Warden 0095 <gen>)
Trigger - Turn on ironmaidenhit <gen>
Trigger - Turn off (This trigger)
ironmaidenhit
Events
Unit - A unit enters wardenirl <gen>
Conditions
Actions
Destructible - Kill Lever 1029 <gen>
Unit - Cause (Triggering unit) to damage Warden 0095 <gen> , dealing 10000.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warden 0095 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Wait 1.00 seconds
Unit - Move Warden 0095 <gen> instantly to (Center of wardenroom <gen>)
Wait 1.00 seconds
Unit - Order Warden 0095 <gen> to Move To . (Center of wardenarrow <gen>)
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Order (Picked unit) to Attack.Warden 0095 <gen>)
Trigger - Turn on arrowenter <gen>
Trigger - Turn off (This trigger)
arrowenter
Events
Unit - A unit enters wardenarrow <gen>
Conditions
Actions
Destructible - Resurrect Lever 1028 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Order (Picked unit) to Attack.Warden 0095 <gen>)
Trigger - Turn on arrowhit <gen>
Trigger - Turn off (This trigger)
arrowhit
Events
Unit - A unit enters wardenarl <gen>
Conditions
Actions
Destructible - Kill Lever 1028 <gen>
Unit - Cause (Triggering unit) to damage Warden 0095 <gen> , dealing 10000.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warden 0095 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Wait 1.00 seconds
Unit - Move Warden 0095 <gen> instantly to (Center of wardenroom <gen>)
Wait 1.00 seconds
Unit - Order Warden 0095 <gen> to Move To . (Center of wardenexplode <gen>)
Trigger - Turn on wardenexplodeenter <gen>
Trigger - Turn off (This trigger)
wardenexplodeenter
Events
Unit - A unit enters wardenexplode <gen>
Conditions
Actions
Destructible - Resurrect Lever 1027 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Order (Picked unit) to Attack.Warden 0095 <gen>)
Trigger - Turn on wardenexplode <gen>
Trigger - Turn off (This trigger)
wardenexplode
Events
Unit - A unit enters wardenexl <gen>
Conditions
Actions
Destructible - Kill Lever 1027 <gen>
Destructible - Kill Barrel of Explosives 1064 <gen>
Destructible - Kill Barrel of Explosives 1063 <gen>
Destructible - Kill Barrel of Explosives 1062 <gen>
Destructible - Kill Barrel of Explosives 1025 <gen>
Destructible - Kill Barrel of Explosives 1022 <gen>
Destructible - Kill Barrel of Explosives 1026 <gen>
Destructible - Kill Barrel of Explosives 1023 <gen>
Destructible - Kill Barrel of Explosives 1061 <gen>
Destructible - Kill Barrel of Explosives 1060 <gen>
Destructible - Kill Barrel of Explosives 1059 <gen>
Destructible - Kill Iron Gate 0985 <gen>
Unit - Explode Warden 0095 <gen> .
Item - Move gg_item_I004_0164 to (Center of mainkeyplace <gen>)
Unit Group - Pick every unit in (Units of type Prisoner (End)) and do (Explode (Picked unit).)
Unit - Create 1 . Fire for Neutral Passive at (Center of wardenexplode <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of wardenarrow <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of wardenmaiden <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of wardenroom <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of prisonerrelease <gen>) facing Default building facing degrees
Unit - Create 1 . Fire for Neutral Passive at (Center of freetext <gen>) facing Default building facing degrees
Unit - Create 2 . Fire for Neutral Passive at (Random point in wardendoor3 <gen>) facing Default building facing degrees
Floating Text - Create floating text that reads Now to take this key to the gate. at (Center of keytext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Put key here: at (Center of mainkeytext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off (This trigger)
levertext
Events
Unit - A unit enters wardenattack <gen>
Conditions
Actions
Floating Text - Create floating text that reads Maybe pulling these levers at the right time will damage the Warden... at (Center of levertext <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Unit - Change ownership of Warden 0095 <gen> to Player 10 (Light Blue) and Change color
darkcinematic 1
Events
Unit - A unit enters dark_cinematic_1 <gen>
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Create 1 . Prisoner for Player 12 (Brown) at (Center of darkcin2 <gen>) facing Default building facing degrees
Camera - Lock camera target for Player 1 (Red) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Prisoner 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Cinematic - Send transmission to (All players) from Prisoner 0000 <gen> named Old Prisoner : Play No sound and display Rumors are that the dark corridor is home to a monster. A creature, that if you take one step onto the black marble, he will steal your soul. . Modify duration: Add 5.00 seconds and Wait
Trigger - Turn off (This trigger)
darkcinematic 2
Events
Unit - A unit enters darkcin2 <gen>
Conditions
Actions
Unit - Order (Triggering unit) to Move To . (Center of darkcin3 <gen>)
Trigger - Turn off (This trigger)
darkcinematic 3
Events
Unit - A unit enters darkcin3 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of dark_spawn_1 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
darkcinematic 4
Events
Unit - A unit enters dark_spawn_1 <gen>
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to (Triggering unit) , offset by ( 0 , 0 ) using Default rotation
Destructible - Create a OTsp (Unexpected type: 'destructablecode') at (Center of dark_spawn_1 <gen>) facing (Random angle) with scale 0.30 and variation 0
Unit - Order (Triggering unit) to Move To . (Center of dark_spawn_2 <gen>)
Trigger - Turn off (This trigger)
darkcinematic 5
Events
Unit - A unit enters dark_spawn_2 <gen>
Conditions
Actions
Floating Text - Create floating text that reads Guess i better not step on the black marble at (Center of dark1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Camera - Lock camera target for Player 1 (Red) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Circle of Power 0055 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Remove (Triggering unit) from the game
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
Trigger - Turn off (This trigger)
darkdeath
Events
Unit - A unit enters dark1 <gen>
Unit - A unit enters dark_2 <gen>
Unit - A unit enters dark_3 <gen>
Unit - A unit enters dark_4 <gen>
Unit - A unit enters dark_5 <gen>
Unit - A unit enters dark_6 <gen>
Unit - A unit enters dark_7 <gen>
Unit - A unit enters dark_8 <gen>
Unit - A unit enters dark_9 <gen>
Unit - A unit enters dark_10 <gen>
Unit - A unit enters dark_11 <gen>
Conditions
Actions
Unit - Create 5 . Soul Stealer for Player 10 (Light Blue) at (Center of darkspawn3 <gen>) facing Default building facing degrees
Unit - Order (Summoned unit) to Attack . (Triggering unit)
Trigger - Turn off (This trigger)
mainkey
Events
Unit - A unit enters mainkey <gen>
Conditions
(Item carried by (Triggering unit) in slot 1) Equal to gg_item_I004_0164
Actions
Item - Remove gg_item_I004_0164
Destructible - Open City Entrance 0986 <gen>
Floating Text - Create floating text that reads Come on! Hurry! at (Center of drivertalk <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Boat
Events
Unit - A unit enters boat <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
boatcin
Events
Unit - A unit enters endcinactivate <gen>
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Trigger - Turn on boatcin2 <gen>
Unit - Move Prisoner #331 0009 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #332 0010 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #333 0011 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #334 0012 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #335 0013 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #336 0014 <gen> instantly to (Random point in endunitmove <gen>)
Unit - Move Prisoner #337 0015 <gen> instantly to (Random point in endunitmove <gen>)
Trigger - Turn off (This trigger)
boatcin2
Events
Unit - A unit enters endunitmove <gen>
Conditions
Actions
Unit Group - Order (Units in endunitmove <gen>) to Move To . (Center of boat <gen>)
Unit - Order Boat Driver 0167 <gen> to Move To . (Center of boat <gen>)
Camera - Lock camera target for Player 1 (Red) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Boat Driver 0167 <gen> , offset by ( 0 , 0 ) using Default rotation
boatcin3
Events
Unit - A unit enters boat <gen>
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Escape Boat 0036 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Remove Boat Driver 0167 <gen> from the game
Unit - Remove Prisoner #331 0009 <gen> from the game
Unit - Remove Prisoner #332 0010 <gen> from the game
Unit - Remove Prisoner #333 0011 <gen> from the game
Unit - Remove Prisoner #334 0012 <gen> from the game
Unit - Remove Prisoner #335 0013 <gen> from the game
Unit - Remove Prisoner #336 0014 <gen> from the game
Unit - Remove Prisoner #337 0015 <gen> from the game
Unit - Order Escape Boat 0036 <gen> to Move To . (Center of boatend <gen>)
Cinematic - Send transmission to (All players) from Boat Driver 0167 <gen> named Driver : Play No sound and display WERE FREE! . Modify duration: Add 0 seconds and Wait
boatcin4
Events
Unit - A unit enters boatend <gen>
Conditions
Actions
Cinematic - Send transmission to (All players) from a Player 10 (Light Blue) . Guard named Watch Guard at (Center of (Playable map area)) : Play No sound and display NOW!!! . Modify duration: Add 0 seconds and Wait
Wait 1.00 seconds
Destructible - Kill Barrel of Explosives 1087 <gen>
Destructible - Kill Barrel of Explosives 1088 <gen>
Destructible - Kill Barrel of Explosives 1089 <gen>
Destructible - Kill Barrel of Explosives 1090 <gen>
Unit - Create 7 . Fire for Neutral Passive at (Random point in boatmove <gen>) facing Default building facing degrees
Unit - Explode Escape Boat 0036 <gen> .
Cinematic - Send transmission to (All players) from Boat Driver 0167 <gen> named Driver : Play No sound and display Awww sh*t... . Modify duration: Add 0 seconds and Wait
boatcin5
Events
Unit - Escape Boat 0036 <gen> Dies
Conditions
Actions
Wait 7.00 seconds
Cinematic - Fade out over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 6.00 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 - Victory Player 4 (Purple) ( Show dialogs, Show scores)
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)
timerexpire
Events
Time - GameTimer expires
Conditions
Actions
Game - Set the time of day to 6.00
Camera - Pan camera for Player 1 (Red) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of defeatmove <gen>) over 2.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of defeatmove <gen>) over 2.00 seconds
Unit - Move Prisoner #331 0009 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #332 0010 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #333 0011 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #334 0012 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #335 0013 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #336 0014 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Move Prisoner #337 0015 <gen> instantly to (Random point in defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard1 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard2 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard3 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard4 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard5 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard6 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard7 <gen>) facing (Center of defeatmove <gen>)
Unit - Create 1 Guard for Player 10 (Light Blue) at (Center of defeatguard8 <gen>) facing (Center of defeatmove <gen>)
Countdown Timer - Start GameTimer as a One-shot timer that will expire in 10.00 seconds
Cinematic - Fade out over 10.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
end
Events
Time - Endtimer expires
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: YOU WERE CAUGHT!
Game - Defeat Player 2 (Blue) with the message: YOU WERE CAUGHT!
Game - Defeat Player 3 (Teal) with the message: YOU WERE CAUGHT!
Game - Defeat Player 4 (Purple) with the message: YOU WERE CAUGHT!
Game - Defeat Player 5 (Yellow) with the message: YOU WERE CAUGHT!
Game - Defeat Player 6 (Orange) with the message: YOU WERE CAUGHT!
Game - Defeat Player 7 (Green) with the message: YOU WERE CAUGHT!
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