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Triggers
Jurassic Pack. Site A Survival.w3x
Variables
Initialization
Initialization
Forces
Forces
Create Survivors
Create Survivors
Create Dinosaurs
TRex
Spinosaurus
Velociraptors
Dilophosaurus
Pterodactyl
Stegosaurus
Dinosaur Attacks
Enable Attacks
Dinosaur Attacks1
Dinosaur Attacks2
Dinosaur Attacks3
Five Minutes Left
Five Minutes Left
Dino ARange
Forces2
Messages
Player Colors
Eaten by TRex
Eaten by Spino
Eaten by Raptor
Eaten by Diplo
Eaten by Ptero
Eaten by Steg
Items Spawn
ShotGun
Shells
Wood
Hunter
Aquire Hunters Armor
Lose Hunters Armor
Net
Aquire Net
Lose Net
Tranquilizer Gun
Aquire Tranquilizer Gun
Lose Tranquilizer Gun
Use Tranquilizer Gun
Cant Use Tranquilizer Gun
Shotgun
Aquire Shotgun
Lose Shotgun
Use Shotgun
Cant Use Shotgun
T-Rex Pee
TRex Pee
Cattle Prod
Cattle Prod
Gun Tower Attacks
Machine Gun A Unit
Find New Dig Site
Find New Dig Site
Run
Run
Stop Running
Out of Breath
Use Gas
Use Gas
Stop Using Gas
Out of Gas
Use Gas Item
Use Pepsi
Defeat
Defeat
Victory
Victory
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
Gas
integer
Yes
1
Hunter_Change
item
No
MachineGunSound
integer
Yes
1
PlayerColors
string
Yes
Timer
timer
No
Initialization
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Countdown Timer - Start Timer as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for Timer with title HelicopterArrivesIn...
Game - Set the time of day to 17.50
Visibility - Enable fog of war
Visibility - Enable black mask
Sound - Set music volume to 0.00 %
Game - Display to (All players) the text: Special Thanks to "olofmoleman" for his awesome skins!http://www.wc3sear.ch
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Forces
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Make Player 8 (Pink) treat (Picked player) as an Enemy)
Player Group - Pick every player in (All players) and do (Make Player 9 (Gray) treat (Picked player) as an Enemy)
Player Group - Pick every player in (All players) and do (Make Player 10 (Light Blue) treat (Picked player) as an Enemy)
Player Group - Pick every player in (All players) and do (Make Player 11 (Dark Green) treat (Picked player) as an Enemy)
Player Group - Pick every player in (All players) and do (Make Player 12 (Brown) treat (Picked player) as an Enemy)
Create Survivors
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 1 (Red) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 2 (Blue) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 3 (Teal) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 4 (Purple) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 5 (Yellow) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 6 (Orange) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Survivor for Player 7 (Green) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Camera - Pan camera for Player 1 (Red) to (Position of (Random unit from (Units owned by Player 1 (Red).))) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Random unit from (Units owned by Player 2 (Blue).))) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Random unit from (Units owned by Player 3 (Teal).))) over 0 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Random unit from (Units owned by Player 4 (Purple).))) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Random unit from (Units owned by Player 5 (Yellow).))) over 0 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Random unit from (Units owned by Player 6 (Orange).))) over 0 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Random unit from (Units owned by Player 7 (Green).))) over 0 seconds
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 1 (Red).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 2 (Blue).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 3 (Teal).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 4 (Purple).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 5 (Yellow).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 6 (Orange).))) and do (Remove (Picked destructible))
Destructible - Pick every destructible within 200.00 of (Position of (Random unit from (Units owned by Player 7 (Green).))) and do (Remove (Picked destructible))
TRex
Events
Time - Every (Random real number between 150.00 and 150.00) seconds of game time
Conditions
Actions
Sound - Play TRex <gen>
Unit - Create 1 . Tyrannosaurus Rex for Player 8 (Pink) at (Random point in (Playable map area)) facing Default building facing degrees
Spinosaurus
Events
Time - Every (Random real number between 150.00 and 150.00) seconds of game time
Conditions
Actions
Sound - Play DragonYesAttack3 <gen>
Unit - Create 1 . Spinosaurus for Player 9 (Gray) at (Random point in (Playable map area)) facing Default building facing degrees
Velociraptors
Events
Time - Every (Random real number between 25.00 and 30.00) seconds of game time
Conditions
Actions
Sound - Play FaerieDragonWhat1 <gen>
Unit - Create 1 . Velociraptor for Player 10 (Light Blue) at (Random point in (Playable map area)) facing Default building facing degrees
Dilophosaurus
Events
Time - Every (Random real number between 25.00 and 30.00) seconds of game time
Conditions
Actions
Sound - Play SnapDragonReady1 <gen>
Unit - Create 1 . Dilophosaurus for Player 10 (Light Blue) at (Random point in (Playable map area)) facing Default building facing degrees
Pterodactyl
Events
Time - Every (Random real number between 25.00 and 30.00) seconds of game time
Conditions
Actions
Sound - Play GargoyleYesAttack2 <gen>
Unit - Create 1 . Pterodactyl for Player 10 (Light Blue) at (Random point in (Playable map area)) facing Default building facing degrees
Stegosaurus
Events
Time - Every (Random real number between 25.00 and 30.00) seconds of game time
Conditions
Actions
Sound - Play DragonPissed1 <gen>
Unit - Create 1 . Triceratops for Player 10 (Light Blue) at (Random point in (Playable map area)) facing Default building facing degrees
Enable Attacks
Events
Map initialization
Conditions
Actions
Wait 300.00 game-time seconds
Trigger - Turn on Dinosaur_Attacks1 <gen>
Wait 300.00 game-time seconds
Trigger - Turn on Dinosaur_Attacks2 <gen>
Wait 600.00 game-time seconds
Trigger - Turn on Dinosaur_Attacks3 <gen>
Dinosaur Attacks1
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) owned by (Random player from (All enemies of Player 1 (Red).)))) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 1 (Red).))))))
Dinosaur Attacks2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) owned by (Random player from (All enemies of Player 1 (Red).)))) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 1 (Red).))))))
Dinosaur Attacks3
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) owned by (Random player from (All enemies of Player 1 (Red).)))) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 1 (Red).))))))
Five Minutes Left
Events
Time - Elapsed game time is 1300.00 seconds
Conditions
Actions
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Trigger - Turn off Forces <gen>
Trigger - Turn on Forces2 <gen>
Trigger - Turn on Dino_ARange <gen>
Dino ARange
Events
Unit - A unit enters (Playable map area)
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
Actions
Unit - Set (Triggering unit) acquisition range to 1000000000.00
Forces2
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Make Player 8 (Pink) treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Make Player 9 (Gray) treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Make Player 10 (Light Blue) treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Make Player 11 (Dark Green) treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Make Player 12 (Brown) treat (Picked player) as an Ally with shared vision)
Player Colors
Events
Map initialization
Conditions
Actions
Set Variable Set PlayerColors[1] = "|cffFF0000"
Set Variable Set PlayerColors[2] = "|cff0000FF"
Set Variable Set PlayerColors[3] = "|cff00FFFF"
Set Variable Set PlayerColors[4] = "|cff400080"
Set Variable Set PlayerColors[5] = "|cffFFFF00"
Set Variable Set PlayerColors[6] = "|cffFF8000"
Set Variable Set PlayerColors[7] = "|cff00FF40"
Set Variable Set PlayerColors[8] = "|cffFF80C0"
Set Variable Set PlayerColors[9] = "|cffC0C0C0"
Set Variable Set PlayerColors[10] = "|cff80FFFF"
Set Variable Set PlayerColors[11] = "|cff408080"
Set Variable Set PlayerColors[12] = "|cff804000"
Eaten by TRex
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Tyrannosaurus Rex
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play TRex <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Eaten by Spino
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Spinosaurus
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play DragonYesAttack3 <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Eaten by Raptor
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Velociraptor
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play FaerieDragonWhat1 <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Eaten by Diplo
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Dilophosaurus
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play SnapDragonReady1 <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Eaten by Ptero
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Pterodactyl
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play GargoyleYesAttack2 <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Eaten by Steg
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Triceratops) or ((Unit-type of (Killing unit)) Equal to o007)
((Owner of (Killing unit)) controller) Equal to Computer
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Sound - Play DragonPissed1 <gen>
Game - Display to (All players) the text: (PlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Triggering player)) + (|r was killed by + (PlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Killing unit)) + |r)))))
Cinematic - Ping minimap for (All players) at (Position of (Triggering unit)) for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
ShotGun
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Item - Create Shot|cffffcc00g|run at (Random point in (Playable map area))
Shells
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Shotgun Shells at (Random point in (Playable map area))
Wood
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Item - Create Bundle of Lumber at (Random point in (Playable map area))
Aquire Hunters Armor
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hunter's Armor (Divine Shield)
Actions
Unit - Replace (Triggering unit) with a Hunter using The old unit's relative life and mana
Hero - Drop the item from slot 1 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 2 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 3 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 4 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 5 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 6 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Create Survivor clothes (Divine Shield) and give it to (Last replaced unit)
Selection - Select (Last replaced unit) for (Triggering player)
Lose Hunters Armor
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Survivor clothes (Divine Shield)
Actions
Unit - Replace (Triggering unit) with a Survivor using The old unit's relative life and mana
Hero - Drop the item from slot 1 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 2 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 3 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 4 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 5 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Drop the item from slot 6 of (Triggering unit) .
Hero - Give (Last dropped item) to (Last replaced unit)
Hero - Create Hunter's Armor (Divine Shield) and give it to (Last replaced unit)
Selection - Select (Last replaced unit) for (Triggering player)
Aquire Net
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to N|cffffcc00e|rt
Actions
Unit - Remove Net from (Triggering unit)
Unit - Add Net to (Triggering unit)
Lose Net
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to N|cffffcc00e|rt
Actions
Wait 0.01 game-time seconds
If (((Triggering unit) has an item of type N|cffffcc00e|rt) Equal to False) then do (Remove Net from (Triggering unit)) else do (Do nothing)
Aquire Tranquilizer Gun
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffffcc00T|rranquilizer Gun
Actions
Unit - Remove Tranquilizer Gun from (Triggering unit)
Unit - Add Tranquilizer Gun to (Triggering unit)
Lose Tranquilizer Gun
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffffcc00T|rranquilizer Gun
Actions
Wait 0.01 game-time seconds
If (((Triggering unit) has an item of type |cffffcc00T|rranquilizer Gun) Equal to False) then do (Remove Tranquilizer Gun from (Triggering unit)) else do (Do nothing)
Use Tranquilizer Gun
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Tranquilizer Gun
((Triggering unit) has an item of type Tranquilizer Darts) Equal to True
Actions
Wait 0.10 game-time seconds
Item - Set charges remaining in (Item carried by (Triggering unit) of type Tranquilizer Darts) to ((Charges remaining in (Item carried by (Triggering unit) of type Tranquilizer Darts)) - 1)
If ((Charges remaining in (Item carried by (Triggering unit) of type Tranquilizer Darts)) Equal to 0) then do (Remove (Item carried by (Triggering unit) of type Tranquilizer Darts)) else do (Do nothing)
Cant Use Tranquilizer Gun
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Tranquilizer Gun
((Triggering unit) has an item of type Tranquilizer Darts) Equal to False
Actions
Unit - Order (Triggering unit) to Stop .
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Need Tranquilizer Darts.
Aquire Shotgun
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shot|cffffcc00g|run
Actions
Unit - Remove Shotgun from (Triggering unit)
Unit - Add Shotgun to (Triggering unit)
Lose Shotgun
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shot|cffffcc00g|run
Actions
Wait 0.01 game-time seconds
If (((Triggering unit) has an item of type Shot|cffffcc00g|run) Equal to False) then do (Remove Shotgun from (Triggering unit)) else do (Do nothing)
Use Shotgun
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Shotgun
((Triggering unit) has an item of type Shotgun Shells) Equal to True
Actions
Sound - Play shotgun_301 <gen>
Wait 0.10 game-time seconds
Item - Set charges remaining in (Item carried by (Triggering unit) of type Shotgun Shells) to ((Charges remaining in (Item carried by (Triggering unit) of type Shotgun Shells)) - 1)
If ((Charges remaining in (Item carried by (Triggering unit) of type Shotgun Shells)) Equal to 0) then do (Remove (Item carried by (Triggering unit) of type Shotgun Shells)) else do (Do nothing)
Cant Use Shotgun
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Shotgun
((Triggering unit) has an item of type Shotgun Shells) Equal to False
Actions
Unit - Order (Triggering unit) to Stop .
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Need Shotgun Shells.
TRex Pee
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to T-Rex Pee
Actions
Unit Group - Pick every unit in (Random 10 units from (Units of type Spinosaurus)) and do (Order (Picked unit) to Follow.(Triggering unit))
Cattle Prod
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cattle Prod
Actions
If ((((Target unit of ability being cast) is A ground unit) Equal to True) and ((Owner of (Target unit of ability being cast)) Equal to Player 10 (Light Blue))) then do (Order (Target unit of ability being cast) to Move To.(Random point in (Playable map area))) else do (Do nothing)
Machine Gun A Unit
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Gun Tower
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
Set Variable Set MachineGunSound[(Player number of (Owner of (Attacking unit)))] = (Random integer number between 1 and 2)
Wait 0.01 game-time seconds
If (MachineGunSound[(Player number of (Owner of (Attacking unit)))] Equal to 1) then do (Play GyrocopterImpactHit1 <gen>) else do (Play GyrocopterImpactHit2 <gen>)
Find New Dig Site
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(bearform))
Actions
Unit - Explode (Triggering unit) .
Player - Add 10 to (Owner of (Triggering unit)) . Current lumber
Player - Set (Owner of (Triggering unit)) . Current gold to 0
Run
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Set (Triggering unit) movement speed to 300.00
Stop Running
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(unimmolation))
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Set (Triggering unit) movement speed to 200.00
Out of Breath
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Survivor) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Order (Picked unit) to Night Elf Demon Hunter - Deactivate Immolation.) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Survivor) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Display to (Player group((Owner of (Picked unit)))) the text: Out of breath.) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Survivor) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Set mana of (Picked unit) to 1.00) else do (Do nothing))
Use Gas
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
(Unit-type of (Triggering unit)) Equal to Jeep
Actions
Unit - Set (Triggering unit) movement speed to 600.00
Stop Using Gas
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(unimmolation))
(Unit-type of (Triggering unit)) Equal to Jeep
Actions
Unit - Set (Triggering unit) movement speed to 0.01
Unit - Order (Triggering unit) to Stop .
Out of Gas
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Order (Picked unit) to Night Elf Demon Hunter - Deactivate Immolation.) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Display to (Player group((Owner of (Picked unit)))) the text: Out of gas.) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Order (Picked unit) to Stop.) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Remove Use Gas from (Picked unit)) else do (Do nothing))
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Set VariableSet Gas[(Player number of (Owner of (Picked unit)))] = "0") else do (Do nothing))
Unit Group - Pick every unit in (Units of type Jeep) and do (If ((Integer((Mana of (Picked unit)))) Equal to 0) then do (Set mana of (Picked unit) to 1.00) else do (Do nothing))
Use Gas Item
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gas
(Unit-type of (Triggering unit)) Equal to Jeep
Gas[(Player number of (Triggering player))] Equal to 0
Actions
Unit - Add Use Gas to (Triggering unit)
Set Variable Set Gas[(Player number of (Triggering player))] = "1"
Use Pepsi
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pepsi
(Unit-type of (Triggering unit)) Equal to Jeep
Gas[(Player number of (Triggering player))] Equal to 0
Actions
Unit - Add Use Gas to (Triggering unit)
Set Variable Set Gas[(Player number of (Triggering player))] = "1"
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Funny... your car seems to be running on Pepsi. This stuff is good!
Defeat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Wait 1500.00 game-time seconds
Game - Defeat (Owner of (Triggering unit)) with the message: Owned!
Victory
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
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