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Triggers
Open Barrage.w3x
Variables
Towers
Gold Mine
SR1
SR2
R1
R2
R3
M1
M2
Income
Unit Death
Unit Death Copy
Unit Death Copy 2
Unit Death Copy 3
Unit Death Copy 3 Copy
Unit Death Copy 3 Copy 2
Unit Death Copy 3 Copy 3
Unit Death Copy 3 Copy 4
Main Income
Second Income
Test
Spawn
Spawn Copy
Spawn Copy 2
Spawn Copy 3
Waves
Asexual Reproduction
Set Bases
Slime1
Slime2
Slime3
Slime4
Help
Help
Player Gone
P1
P2
P3
P4
P5
P6
P7
P8
Team Gone
T1
T2
T3
T4
Anti-Stuck
AS1
AS2
AS3
AS4
Loose
PL1
PL2
PL3
PL4
PL5
PL6
PL7
PL8
Loose2
PL1 Copy
PL2 Copy
PL3 Copy
PL4 Copy
PL5 Copy
PL6 Copy
PL7 Copy
PL8 Copy
Victory
TV1
TV2
TV3
TV4
AI
Set AI
A1
A2
A3
AI Actions
q1
q2
q3
q4
q5
q6
q7
q8
q9
q10
q11
q12
q13
q14
q15
q16
q17
q18
q19
q20
Upgrade
Upgrade
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
AI
trigger
Yes
Baces1
rect
Yes
Bases2
rect
Yes
Bases3
rect
Yes
Bases4
rect
Yes
Gold Mine
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player - Add (Number of units in (Units owned by Player 1 (Red) of type Gold Mine)) to Player 1 (Red) . Current gold
Player - Add (Number of units in (Units owned by Player 2 (Blue) of type Gold Mine)) to Player 2 (Blue) . Current gold
Player - Add (Number of units in (Units owned by Player 3 (Teal) of type Gold Mine)) to Player 3 (Teal) . Current gold
Player - Add (Number of units in (Units owned by Player 4 (Purple) of type Gold Mine)) to Player 4 (Purple) . Current gold
Player - Add (Number of units in (Units owned by Player 5 (Yellow) of type Gold Mine)) to Player 5 (Yellow) . Current gold
Player - Add (Number of units in (Units owned by Player 6 (Orange) of type Gold Mine)) to Player 6 (Orange) . Current gold
Player - Add (Number of units in (Units owned by Player 7 (Green) of type Gold Mine)) to Player 7 (Green) . Current gold
Player - Add (Number of units in (Units owned by Player 8 (Pink) of type Gold Mine)) to Player 8 (Pink) . Current gold
SR1
Events
Time - Every 0.81 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Spiral Rocket Tower) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
SR2
Events
Time - Every 0.51 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Spiral Rocket Tower 2) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
R1
Events
Time - Every 3.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Rocket Tower) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
R2
Events
Time - Every 2.51 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Rocket Tower 2) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
R3
Events
Time - Every 2.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Rocket Tower 3) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
M1
Events
Time - Every 8.20 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Mortar) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
M2
Events
Time - Every 6.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Mortar 2) and do (Order (Picked unit) to Attack Ground.(Random point in Cannon_Splash <gen>))
Unit Death
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 2
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 3
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 3 Copy
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 3 Copy 2
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 3 Copy 3
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Unit Death Copy 3 Copy 4
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Dying unit)) . Current gold
Main Income
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
Second Income
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current gold)
Unit Group - Pick every unit in (Units of type Fortress) and do (Create a special effect at (Position of (Picked unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl)
Spawn
Events
Conditions
Actions
Unit - Create (Random integer number between 1 and 20) . Slime for Player 1 (Red) at (Center of P1 <gen>) facing Default building facing degrees
Wait 0.02 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Attack-Move To.(Center of P3 <gen>))
Spawn Copy
Events
Conditions
Actions
Unit - Create (Random integer number between 1 and 20) . Lizard for Player 3 (Teal) at (Center of P2 <gen>) facing Default building facing degrees
Wait 0.02 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Attack-Move To.(Center of P4 <gen>))
Spawn Copy 2
Events
Conditions
Actions
Unit - Create (Random integer number between 1 and 20) . Slime for Player 5 (Yellow) at (Center of P3 <gen>) facing Default building facing degrees
Wait 0.02 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Attack-Move To.(Center of P1 <gen>))
Spawn Copy 3
Events
Conditions
Actions
Unit - Create (Random integer number between 1 and 20) . Wildkin for Player 7 (Green) at (Center of P4 <gen>) facing Default building facing degrees
Wait 0.02 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Attack-Move To.(Center of P2 <gen>))
Asexual Reproduction
Events
Unit - A unit Sells a unit
Conditions
Actions
Unit - Create (Random integer number between 1 and 9) . (Unit-type of (Sold unit)) for (Owner of (Sold unit)) at (Position of (Sold unit)) facing Default building facing degrees
Set Bases
Events
Map initialization
Conditions
Actions
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))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Set Variable Set Baces1[1] = P4 <gen>
Set Variable Set Baces1[2] = P2 <gen>
Set Variable Set Baces1[3] = P3 <gen>
Set Variable Set Bases2[1] = P1 <gen>
Set Variable Set Bases2[2] = P3 <gen>
Set Variable Set Bases2[3] = P4 <gen>
Set Variable Set Bases3[1] = P1 <gen>
Set Variable Set Bases3[2] = P2 <gen>
Set Variable Set Bases3[3] = P4 <gen>
Set Variable Set Bases4[1] = P1 <gen>
Set Variable Set Bases4[2] = P2 <gen>
Set Variable Set Bases4[3] = P3 <gen>
Slime1
Events
Unit - A unit enters P1 <gen>
Conditions
((Entering unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Baces1[(Random integer number between 1 and 3)])
Slime2
Events
Unit - A unit enters P2 <gen>
Conditions
((Entering unit) belongs to an ally of Player 3 (Teal).) Equal to True
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Bases2[(Random integer number between 1 and 3)])
Slime3
Events
Unit - A unit enters P3 <gen>
Conditions
((Entering unit) belongs to an ally of Player 5 (Yellow).) Equal to True
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Bases3[(Random integer number between 1 and 3)])
Slime4
Events
Unit - A unit enters P4 <gen>
Conditions
((Entering unit) belongs to an ally of Player 7 (Green).) Equal to True
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Bases4[(Random integer number between 1 and 3)])
Help
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Welcome to Velex's Open Barrage
Wait 7.00 seconds
Game - Display to (All players) for 30 seconds the text: The object of the game is to destroy all enemy forts. You can purchase waves at your own Fort to charge across the field at your enemy.
Wait 10.00 seconds
Game - Display to (All players) for 30 seconds the text: When you buy a wave of troops, a random number of troops between 1-10 spawn and charge twords an enemy base.
Wait 10.00 seconds
Game - Display to (All players) for 30 seconds the text: As the troops charge across the field, rockets and morters from other players will bombard them. Your Barrage Builder can build Barrage Towers, which automatically fire into the center regon of the map.
Wait 14.00 seconds
Game - Display to (All players) for 30 seconds the text: You can get income from many sources; Every .5 seconds you gain one gold / Every 10 seconds you get a bonus 10 gold / Your Builder can build gold mines for an additional 1 gold per 3 seconds for every GM / When one of your field troops are killed you get their GPU (gold per unit) as a reward for getting them killed.
P1
Events
Player - Player 1 (Red) leaves the game
Map initialization
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Explode (Picked unit).)
P2
Events
Player - Player 2 (Blue) leaves the game
Map initialization
Conditions
(Player 2 (Blue) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Explode (Picked unit).)
P3
Events
Player - Player 3 (Teal) leaves the game
Map initialization
Conditions
(Player 3 (Teal) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Explode (Picked unit).)
P4
Events
Player - Player 4 (Purple) leaves the game
Map initialization
Conditions
(Player 4 (Purple) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Explode (Picked unit).)
P5
Events
Player - Player 5 (Yellow) leaves the game
Map initialization
Conditions
(Player 5 (Yellow) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Explode (Picked unit).)
P6
Events
Player - Player 6 (Orange) leaves the game
Map initialization
Conditions
(Player 6 (Orange) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Explode (Picked unit).)
P7
Events
Player - Player 7 (Green) leaves the game
Map initialization
Conditions
(Player 7 (Green) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Explode (Picked unit).)
P8
Events
Player - Player 8 (Pink) leaves the game
Map initialization
Conditions
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
Special Effect - Create a special effect at (Center of P4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Explode (Picked unit).)
T1
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
Actions
T2
Events
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Conditions
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
Actions
T3
Events
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Conditions
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
Actions
T4
Events
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
AS1
Events
Unit - A unit enters P1 <gen>
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of P2 <gen>)
AS2
Events
Unit - A unit enters P2 <gen>
Conditions
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of P3 <gen>)
AS3
Events
Unit - A unit enters P3 <gen>
Conditions
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of P4 <gen>)
AS4
Events
Unit - A unit enters P4 <gen>
Conditions
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of P1 <gen>)
PL1
Events
Unit - Fortress 0000 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
PL2
Events
Unit - Fortress 0001 <gen> Dies
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
PL3
Events
Unit - Fortress 0002 <gen> Dies
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Defeat!
PL4
Events
Unit - Fortress 0003 <gen> Dies
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Defeat!
PL5
Events
Unit - Fortress 0004 <gen> Dies
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Defeat!
PL6
Events
Unit - Fortress 0005 <gen> Dies
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Defeat!
PL7
Events
Unit - Fortress 0006 <gen> Dies
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Defeat!
PL8
Events
Unit - Fortress 0007 <gen> Dies
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Defeat!
PL1 Copy
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
PL2 Copy
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
PL3 Copy
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 3 (Teal) with the message: Defeat!
PL4 Copy
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 4 (Purple) with the message: Defeat!
PL5 Copy
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 5 (Yellow) with the message: Defeat!
PL6 Copy
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 6 (Orange) with the message: Defeat!
PL7 Copy
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 7 (Green) with the message: Defeat!
PL8 Copy
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress 2
Actions
Game - Defeat Player 8 (Pink) with the message: Defeat!
TV1
Events
Time - Every 2 seconds of game time
Conditions
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
TV2
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
TV3
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
TV4
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Set AI
Events
Map initialization
Conditions
Actions
Set Variable Set AI[1] = q1 <gen>
Set Variable Set AI[2] = q2 <gen>
Set Variable Set AI[3] = q3 <gen>
Set Variable Set AI[4] = q4 <gen>
Set Variable Set AI[5] = q5 <gen>
Set Variable Set AI[6] = q6 <gen>
Set Variable Set AI[7] = q7 <gen>
Set Variable Set AI[8] = q8 <gen>
Set Variable Set AI[9] = q9 <gen>
Set Variable Set AI[10] = q10 <gen>
Set Variable Set AI[11] = q11 <gen>
Set Variable Set AI[12] = q12 <gen>
Set Variable Set AI[13] = q13 <gen>
Set Variable Set AI[14] = q14 <gen>
Set Variable Set AI[15] = q15 <gen>
Set Variable Set AI[16] = q16 <gen>
Set Variable Set AI[17] = q17 <gen>
Set Variable Set AI[18] = q18 <gen>
Set Variable Set AI[19] = q19 <gen>
Set Variable Set AI[20] = q20 <gen>
A1
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Trigger - Run AI[(Random integer number between 1 and 10)] (checking conditions)
Trigger - Run AI[(Random integer number between 11 and 20)] (checking conditions)
A2
Events
Time - Every 7.00 seconds of game time
Conditions
Actions
Trigger - Run AI[(Random integer number between 1 and 4)] (checking conditions)
A3
Events
Unit - A unit Finishes an upgrade
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Fortress 2))
q1
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Mortar at (Random point in (Playable map area))))
q2
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Rocket Tower at (Random point in (Playable map area))))
q3
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Spiral Rocket Tower at (Random point in (Playable map area))))
q4
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Rocket Tower at (Random point in (Playable map area))))
q5
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Giant Turtle))
q6
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Lizard))
q7
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Slime))
q8
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Snap Dragon))
q9
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress) and do (Order (Picked unit) to train/upgrade to a Wildkin))
q10
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Machine Gun) and do (Order (Picked unit) to train/upgrade to a Slayer))
q11
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Machine Gun) and do (Order (Picked unit) to train/upgrade to a Dragonspawn Slayer))
q12
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Giant Turtle))
q13
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Snap Dragon))
q14
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Makura))
q15
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Mammoth))
q16
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Wendigo))
q17
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Fortress 2) and do (Order (Picked unit) to train/upgrade to a Slayer))
q18
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Mortar at (Random point in (Playable map area))))
q19
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Spiral Rocket Tower at (Random point in (Playable map area))))
q20
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Pick every unit in (Units owned by (Picked player) of type Barrage Builder) and do (Order (Picked unit) to build a Rocket Tower at (Random point in (Playable map area))))
Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Fortress 2
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Fortress 2 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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