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Game - Display to (All players) for 3.00 seconds the text: How to unlock the cheat: Finish the level
Camera - Lock camera target for Player 1 (Red) to Player 0001 <gen> , offset by ( 0 , 0 ) using Default rotation
CheckpointsBadDream
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Neutral Hostile) and ((Bad Dream Generator 0357 <gen> is dead) Equal to True)
Actions
Set Variable Set KillCounter[1] = (KillCounter[1] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 8
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint1 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0055 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 21
Then - Actions
Destructible - Open Gate 0054 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint2 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 30
Then - Actions
Destructible - Open Gate 0063 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint3 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 39
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint4 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 45
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 47
Then - Actions
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Close Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint5 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 69
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint6 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 72
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint8 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0164 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 92
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint9 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0161 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[1] Equal to 103
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of CheckpointFinal <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0271 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
CheckpointsInsomnia
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Neutral Hostile) and ((Insomnia Generator 0305 <gen> is dead) Equal to True)
Actions
Set Variable Set KillCounter[2] = (KillCounter[2] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 8
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint1 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0055 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 21
Then - Actions
Destructible - Open Gate 0054 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint2 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 33
Then - Actions
Destructible - Open Gate 0063 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint3 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 42
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint4 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 48
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 50
Then - Actions
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Close Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint5 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 73
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint6 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 77
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint8 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0164 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 101
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint9 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0161 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[2] Equal to 112
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of CheckpointFinal <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0271 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
CheckpointsNightmare
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Neutral Hostile) and ((Nightmare Generator 0306 <gen> is dead) Equal to True)
Actions
Set Variable Set KillCounter[3] = (KillCounter[3] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 10
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint1 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0055 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 23
Then - Actions
Destructible - Open Gate 0054 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint2 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 35
Then - Actions
Destructible - Open Gate 0063 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint3 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 44
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint4 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 51
Then - Actions
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 55
Then - Actions
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Close Gate 0065 <gen>
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint5 <gen>) facing 270.00 with scale 1 and variation 0
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 78
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint6 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 82
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint8 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0164 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 112
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of Checkpoint9 <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0161 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillCounter[3] Equal to 123
Then - Actions
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Center of CheckpointFinal <gen>) facing 270.00 with scale 1 and variation 0
Destructible - Open Gate 0271 <gen>
Sound - Play Area_cleared <gen>
Wait 1.00 seconds
Sound - Stop music After fading
Else - Actions
Do nothing
Checkpointheal1
Events
Unit - A unit enters Checkpoint1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal2
Events
Unit - A unit enters Checkpoint2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal3
Events
Unit - A unit enters Checkpoint3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal4
Events
Unit - A unit enters Checkpoint4 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal5
Events
Unit - A unit enters Checkpoint5 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal6
Events
Unit - A unit enters Checkpoint6 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal7
Events
Unit - A unit enters Checkpoint8 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointheal8
Events
Unit - A unit enters Checkpoint9 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Checkpointhealfinal
Events
Unit - A unit enters CheckpointFinal <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Checkpoint <gen>
Special Effect - Create a special effect at (Position of Player 0001 <gen>) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
Unit - Set life of Player 0001 <gen> to (Max life of Player 0001 <gen>)
Item - Create Ring of Protection +1 at (Center of Spawn63Secret <gen>)
Multiboard
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 1 columns and 2 rows, titled Kills & Souls .
Set Variable Set Multiboard = (Last created multiboard)
Multiboard - Set the icon for Multiboard item in column 1 , row 1 to ReplaceableTextures\CommandButtons\BTNAbomination.blp
Multiboard - Set the icon for Multiboard item in column 1 , row 2 to ReplaceableTextures\CommandButtons\BTNAntiMagicShell.blp
Multiboard - Show Multiboard
Kills
Events
Unit - A unit Dies
Conditions
((Dying unit) is A ground unit) Equal to ((Dying unit) belongs to an enemy of Player 1 (Red).)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
Then - Actions
Set Variable Set Kills = (Kills + 1)
Multiboard - Set the text for Multiboard item in column 1 , row 1 to (String(Kills))
Else - Actions
Do nothing
SCollecting
Events
Unit - Player 0001 <gen> Acquires an item
Conditions
((Item-type of (Item being manipulated)) Equal to Soul) or ((Item-type of (Item being manipulated)) Equal to Soul)
Actions
Set Variable Set Souls = (Souls + 1)
Multiboard - Set the text for Multiboard item in column 1 , row 2 to (String(Souls))
Ambient
Events
Map initialization
Conditions
Actions
Sound - Play Ccemetery <gen>
Wait 228.50 seconds
Trigger - Turn on (This trigger)
Music1
Events
Conditions
Actions
Sound - Play c205_playing_tarot <gen>
Wait 198.00 seconds
Trigger - Turn on (This trigger)
Music2
Events
Conditions
Actions
Sound - Play c205_playing_tarot <gen> , skipping the first 12.70 seconds and fading in over 1.00 seconds
Wait 185.30 seconds
Trigger - Turn on (This trigger)
Music3
Events
Conditions
Actions
Sound - Play c205_playing_tarot <gen> , skipping the first 33.00 seconds and fading in over 1.00 seconds
Wait 168.00 seconds
Trigger - Turn on (This trigger)
Music4
Events
Conditions
Actions
Sound - Play c205_playing_tarot <gen> , skipping the first 42.70 seconds and fading in over 1.00 seconds
Wait 155.30 seconds
Trigger - Turn on (This trigger)
Green Souls
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Not equal to Player) and ((Unit-type of (Dying unit)) Not equal to Overlord)
Actions
Item - Create Soul at (Position of (Dying unit))
Red Soul
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Overlord
Actions
Item - Create Soul at (Position of (Dying unit))
GreenSoulwav
Events
Unit - Player 0001 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Soul
Actions
Sound - Play Soul_green <gen>
RedSoulwav
Events
Unit - Player 0001 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Soul
Actions
Sound - Play Soul_red <gen>
GateInvul
Events
Map initialization
Conditions
Actions
Destructible - Make Gate 0055 <gen> Invulnerable
Destructible - Make Gate 0054 <gen> Invulnerable
Destructible - Make Gate 0059 <gen> Invulnerable
Destructible - Make Gate 0058 <gen> Invulnerable
Destructible - Make Gate 0063 <gen> Invulnerable
Destructible - Make Gate 0065 <gen> Invulnerable
Destructible - Make Gate 0064 <gen> Invulnerable
Destructible - Make Gate 0124 <gen> Invulnerable
Destructible - Make Gate 0122 <gen> Invulnerable
Destructible - Make Gate 0164 <gen> Invulnerable
Destructible - Make Gate 0161 <gen> Invulnerable
Destructible - Make Gate 0271 <gen> Invulnerable
Destructible - Make Gate 0114 <gen> Invulnerable
GameEndBD
Events
Unit - A unit Dies
Conditions
KillCounter[1] Equal to 104
Actions
Destructible - Create a B007 (Unexpected type: 'destructablecode') at (Center of LevelEnd <gen>) facing 270.00 with scale 1.00 and variation 0
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Units\NightElf\Wisp\WispExplode.mdl
Sound - Stop music After fading
Sound - Play Level_completed <gen>
Destructible - Open Gate 0271 <gen>
Destructible - Open Gate 0161 <gen>
Destructible - Open Gate 0164 <gen>
Destructible - Open Gate 0124 <gen>
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Open Gate 0054 <gen>
Destructible - Open Gate 0055 <gen>
Destructible - Open Gate 0114 <gen>
GameEndI
Events
Unit - A unit Dies
Conditions
KillCounter[2] Equal to 113
Actions
Destructible - Create a B007 (Unexpected type: 'destructablecode') at (Center of LevelEnd <gen>) facing 270.00 with scale 1.00 and variation 0
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Units\NightElf\Wisp\WispExplode.mdl
Sound - Stop music After fading
Sound - Play Level_completed <gen>
Destructible - Open Gate 0271 <gen>
Destructible - Open Gate 0161 <gen>
Destructible - Open Gate 0164 <gen>
Destructible - Open Gate 0124 <gen>
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Open Gate 0054 <gen>
Destructible - Open Gate 0055 <gen>
Destructible - Open Gate 0114 <gen>
GameEndN
Events
Unit - A unit Dies
Conditions
KillCounter[3] Equal to 125
Actions
Destructible - Create a B007 (Unexpected type: 'destructablecode') at (Center of LevelEnd <gen>) facing 270.00 with scale 1.00 and variation 0
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Special Effect - Create a special effect at (Center of LevelEnd <gen>) using Units\NightElf\Wisp\WispExplode.mdl
Sound - Stop music After fading
Sound - Play Level_completed <gen>
Destructible - Open Gate 0271 <gen>
Destructible - Open Gate 0161 <gen>
Destructible - Open Gate 0164 <gen>
Destructible - Open Gate 0124 <gen>
Destructible - Open Gate 0122 <gen>
Destructible - Open Gate 0064 <gen>
Destructible - Open Gate 0065 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open Gate 0058 <gen>
Destructible - Open Gate 0059 <gen>
Destructible - Open Gate 0054 <gen>
Destructible - Open Gate 0055 <gen>
Destructible - Open Gate 0114 <gen>
GameEnd
Events
Unit - A unit enters LevelEnd <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Player) and (((Last created destructible) is alive) Equal to True)
Actions
Trigger - Turn off (This trigger)
Wait 0.50 seconds
Sound - Play Level_end <gen>
Unit - Pause Player 0001 <gen>
Wait 2.00 seconds
Game - Display to (All players) for 2.00 seconds the text: Level Completed!
Wait 3.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Hunting
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit - Order (Last created unit) to Attack . Player 0001 <gen>
FixedTimeODay
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 0.00
Game - Set time of day speed to 0.10 % of the default speed
Checkpoint4
Events
Unit - A unit enters Checkpoint4 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Destructible - Remove (Last created destructible)
Game - Display to (All players) for 2.00 seconds the text: Checkpoint...
Destructible - Make Bad Dream Generator 0357 <gen> Invulnerable
Destructible - Make Insomnia Generator 0305 <gen> Invulnerable
Destructible - Make Nightmare Generator 0306 <gen> Invulnerable
DEATH
Events
Unit - Player 0001 <gen> Dies
Conditions
Actions
Sound - Stop music Immediately
Sound - Play Game_over <gen>
Sound - Play Game_over_cry <gen>
Wait 2 seconds
Game - Defeat Player 1 (Red) with the message: Game Over
Cheat
Events
Unit - A unit Dies
Conditions
KillCounter[3] Equal to 125
Actions
Game - Display to (All players) for 10.00 seconds the text: Cheat unlocking status: UNLOCKEDCheat code: unforeseenconsequences[Press enter then type the code][It'll work on every level]
CheatUse
Events
Player - Player 1 (Red) types a chat message containing unforeseenconsequences (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) for 4.00 seconds the text: Cheat Enabled! You have a new ability.
Unit - Add Burning Curse (Cheat) to Player 0001 <gen>
Secret01
Events
Destructible - Hit me! 0356 <gen> dies
Conditions
Actions
Sound - Play Secret_found <gen>
Game - Display to (All players) for 2.00 seconds the text: Secret Found!
Secret02
Events
Unit - A unit enters Checkpoint7 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Player
Actions
Trigger - Turn off (This trigger)
Sound - Play Secret_found <gen>
Game - Display to (All players) for 2.00 seconds the text: Secret Found!
Wait 2 seconds
Game - Display to (All players) for 10.00 seconds the text: If you want to use this item in other levels, just press enter, then type: needmyring
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