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Triggers
Missile War Original v0.16.w3x
Variables
Initialization
Melee Initialization
Onesec
Initialization2
ONEsecond
Test
Missile
Give1
AutoAttack
AutoAttackQ1
AutoAttackQ2
AutoAttackAC
AutoAttack1
AutoAttack1 Copy
AutoAttack2
AutoAttack2 Copy
AntiCluster
Cluster
Turrent
Deselection
Red
Blue
Teal
Purple
Yellow
Green
Pink
Light Blue
Gray
Dark Green
Misc
GS1
GS2
AntierrorS
AntierrorN
Revive
Revive Copy
Player
EndGame
SWin
NWin
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
Missile
unitcode
No
hpea
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 5)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 150)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Quest - Create a Optional quest titled Credit with the description By: SilverSpirit , using icon path ReplaceableTextures\CommandButtons\BTNFrozen-Plasma-Hole.tga
Quest - Create a Required quest titled Version 0.16 with the description -Added Research Lab-Added MG Vehicle-Camp is now free-Minor bug fixed , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Version 0.15 with the description -Added Launcher Missile-Added Factory upgrade from blue tower-Modify some units , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Version 0.14 with the description -Minor bug fixed-New loading screen and minimap preview , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Version 0.13 with the description -Much improvement: bug fixed, new unit, etc. , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Version 0.12 with the description -Added new turrents and shield generater.-Increase the amount of gold to make flak cannon. , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Version 0.11 with the description -A lot of bugs fixed , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Game - Set the time of day to 6.00
Game - Set time of day speed to 1.00 % of the default speed
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in MoneyS <gen>) facing Default building facing degrees
Onesec
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Sound - Set volume of 2915_newgrounds_jermai <gen> to 90.00 %
Sound - Play war3mapImported\2915_newgrounds_jermai.mp3 (Unexpected type: 'musictheme') .
Wait 51.23 seconds
Trigger - Run (This trigger) (checking conditions)
Initialization2
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 5)
Unit - Order Type-Q Missile 0024 <gen> to Attack . Headquarter 0004 <gen>
Unit - Order Type-Q Missile 0025 <gen> to Attack . Headquarter 0004 <gen>
Unit - Order Type-Q Missile 0027 <gen> to Attack . Headquarter 0004 <gen>
Unit - Order Type-Q Missile 0026 <gen> to Attack . Headquarter 0004 <gen>
Unit - Order Type-Q Missile 0028 <gen> to Attack . Headquarter 0004 <gen>
Unit - Make Type-Q Missile 0024 <gen> Invulnerable
Unit - Make Type-Q Missile 0025 <gen> Invulnerable
Unit - Make Type-Q Missile 0026 <gen> Invulnerable
Unit - Make Type-Q Missile 0027 <gen> Invulnerable
Unit - Make Type-Q Missile 0028 <gen> Invulnerable
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 4.00 seconds
Cinematic - Disable user control for (All players) .
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Turn subtitle display override On
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Cinematic for (Picked player) over 0 seconds)
Cinematic - Send transmission to (All players) from Headquarter 0004 <gen> named Southern HQ : Play No sound and display This is HQ incoming missiles..... URK!!! Alright! That does it, I don't care about permission anymore. ATTACK! . Modify duration: Add 0.00 seconds and Wait
Cinematic - Enable user control for (All players) .
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 0.00 seconds)
Cinematic - Turn cinematic mode Off for (All players)
ONEsecond
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 3 columns and 3 rows, titled Missile War [BETA] .
Multiboard - Minimize (Last created multiboard)
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to Team
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to HQ Health
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 1 to Number of Player
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 0 to ReplaceableTextures\CommandButtons\BTNAdvancedEnergyTower.blp
Multiboard - Set the width for (Last created multiboard) item in column 0 , row 0 to 12.00 % of the total screen width
Multiboard - Set the color for (Last created multiboard) item in column 0 , row 1 to ( 100 %, 80 %, 20 %) with 0 % transparency
Test
Events
Time - Elapsed game time is 12.00 seconds
Conditions
Actions
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Unit - Create 1 . Type-A Missile for Player 7 (Green) at (Random point in NMissile <gen>) facing Default building facing degrees
Give1
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Change ownership of (Entering unit) to Player 6 (Orange) and Change color
Else - Actions
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Change color
AutoAttack
Events
Unit - A unit enters (Playable map area)
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Not equal to Type-C Missile
(Unit-type of (Entering unit)) Not equal to Type-Q Missile
(Unit-type of (Entering unit)) Not equal to Type-A Missile
((Entering unit) is A flying unit) Equal to True
Actions
Wait 0.50 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Order (Entering unit) to Move To . (Random point in SMissile <gen>)
Else - Actions
Unit - Order (Entering unit) to Move To . (Random point in NMissile <gen>)
AutoAttackQ1
Events
Unit - A unit enters SBase <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Type-Q Missile
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Wait 0.50 seconds
Unit - Order (Entering unit) to Move To . (Random point in SMissile <gen>)
AutoAttackQ2
Events
Unit - A unit enters NBase <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Type-Q Missile
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Wait 0.50 seconds
Unit - Order (Entering unit) to Move To . (Random point in NMissile <gen>)
AutoAttackAC
Events
Unit - A unit enters (Playable map area)
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Type-C Missile
(Unit-type of (Entering unit)) Equal to Type-A Missile
Actions
Wait 0.50 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Order (Entering unit) to Move To . (Center of SMissile <gen>)
Else - Actions
Unit - Order (Entering unit) to Move To . (Center of NMissile <gen>)
AutoAttack1
Events
Unit - A unit enters (Playable map area)
Conditions
((Entering unit) is A flying unit) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Wait 0.80 seconds
Unit - Order (Entering unit) to Attack-Move To . (Center of NBase <gen>)
AutoAttack1 Copy
Events
Unit - A unit enters SMissile <gen>
Conditions
((Entering unit) is A flying unit) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of NBase <gen>)
AutoAttack2
Events
Unit - A unit enters (Playable map area)
Conditions
((Entering unit) is A flying unit) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Wait 0.80 seconds
Unit - Order (Entering unit) to Attack-Move To . (Center of SBase <gen>)
AutoAttack2 Copy
Events
Unit - A unit enters NMissile <gen>
Conditions
((Entering unit) is A flying unit) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of SBase <gen>)
AntiCluster
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Type-A Missile
(Unit-type of (Dying unit)) Equal to Type-C Missile
Actions
Wait 0.10 seconds
Unit Group - Pick every unit in (Units within 50.00 of (Position of (Dying unit)) matching (((Triggering unit) is A flying unit) Equal to True).) and do (Kill (Picked unit))
Cluster
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Type-C Missile
Actions
Wait 0.10 seconds
Unit - Create 4 . Type-Q Missile for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Trigger - Remove AutoAttack <gen> from the trigger queue
Red
Events
Player - Player 1 (Red) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 1 (Red)
Blue
Events
Player - Player 2 (Blue) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 2 (Blue)
Teal
Events
Player - Player 3 (Teal) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 3 (Teal)
Purple
Events
Player - Player 4 (Purple) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 4 (Purple)
Yellow
Events
Player - Player 5 (Yellow) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 5 (Yellow)
Green
Events
Player - Player 7 (Green) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 7 (Green)
Pink
Events
Player - Player 8 (Pink) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 8 (Pink)
Light Blue
Events
Player - Player 10 (Light Blue) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 10 (Light Blue)
Gray
Events
Player - Player 9 (Gray) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 9 (Gray)
Dark Green
Events
Player - Player 11 (Dark Green) Selects a unit
Conditions
((Triggering unit) is A flying unit) Equal to True
Actions
Selection - Remove (Triggering unit) from selection for Player 11 (Dark Green)
GS1
Events
Unit - A unit enters MoneyN <gen>
Conditions
(Number of units in (Units in MoneyN <gen>)) Greater than or equal to 200
(Unit-type of (Entering unit)) Equal to Gold Sprout
Actions
Unit - Remove (Entering unit) from the game
GS2
Events
Unit - A unit enters MoneyS <gen>
Conditions
(Number of units in (Units in MoneyS <gen>)) Greater than or equal to 200
(Unit-type of (Entering unit)) Equal to Gold Sprout
Actions
Unit - Remove (Entering unit) from the game
AntierrorS
Events
Unit - A unit enters HQS <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Gold Sprout
(Unit-type of (Triggering unit)) Equal to Super-Conductor Sprout
Actions
Unit - Move (Entering unit) instantly to (Random point in MoneyS <gen>)
AntierrorN
Events
Unit - A unit enters HQN <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Gold Sprout
(Unit-type of (Triggering unit)) Equal to Super-Conductor Sprout
Actions
Unit - Move (Entering unit) instantly to (Random point in MoneyN <gen>)
Revive
Events
Time - Every 1.25 seconds of game time
Conditions
Actions
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQS <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQN <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Sprout for Neutral Hostile at (Random point in HQS <gen>) facing Default building facing degrees
Revive Copy
Events
Time - Every 210.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Super-Conductor Sprout for Neutral Hostile at (Random point in HQN <gen>) facing Default building facing degrees
Unit - Create 1 . Super-Conductor Sprout for Neutral Hostile at (Random point in HQS <gen>) facing Default building facing degrees
SWin
Events
Unit - Headquarter 0003 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All enemies of Player 6 (Orange).) and do (Defeat (Picked player) with the message: Defeat!)
NWin
Events
Unit - Headquarter 0004 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All enemies of Player 12 (Brown).) and do (Defeat (Picked player) with the message: Defeat!)
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