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Triggers
(8)PeonOlympics FR.w3x
Variables
Initialization
Map Initialization
Barrier Area
Gate
Gate Dryads
Forest Area
Forest Regrow
Expansion Area
Storage Cheat
Meteor Area
Cast Meteor
Platform Area
Platform Movement
Update Walls left
Update Walls center
Update Walls leftc
Update Walls rightc
Update Walls right
Tower Range
Remove Tower
Race info
M01 Barrier Penetration
M02 Forest Whack
M02 Forest Whack Copy
M03 Project Expansion
M03 Project Expansion Copy
M04 Water Speeding
M04 Water Speeding Copy
Ship Remove
M05 Meteor Rain
M05 Meteor Rain Copy
M06 Sheep Slaughter
M06 Sheep Slaughter Copy
M07 Mountain Rocks
M07 Mountain Rocks Copy
Dryad Audience
Dryad Audience2
Dryad Audience3
M08 Platform Bridge
M08 Platform Bridge Copy
Dryad Audiences l
Dryad Audiences c
Dryad Audiences r
M09 Towering Range
M09 Towering Range Copy
M10 Victory1
M10 Victory2
M10 Victory3
M10 Victory4
M10 Victory5
M10 Victory6
M10 Victory7
M10 Victory8
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
Ajastin
timer
No
eka
player
No
kasi
player
No
kolmas
player
No
kuudes
player
No
neljas
player
No
Ogres
group
No
seiska
player
No
toka
player
No
viides
player
No
Map Initialization
Events
Map initialization
Conditions
Actions
Destructible - Pick every destructible in Platform_Area <gen> and do (Set height of (Picked destructible) to 2)
Destructible - Pick every destructible in Platform_Area <gen> and do (Close All walls of (Picked destructible))
Destructible - Open All walls of Elevator Wall 0639 <gen>
Destructible - Open All walls of Elevator Wall 0679 <gen>
Destructible - Open All walls of Elevator Wall 0669 <gen>
Destructible - Open All walls of Elevator Wall 0675 <gen>
Destructible - Open All walls of Elevator Wall 0672 <gen>
Destructible - Open All walls of Elevator Wall 0673 <gen>
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current lumber to 100
Player - Make Coureur Unavailable for training/construction by (Picked player)
Game - Set the time of day to 12
Game - Set time of day speed to 0.00 % of the default speed
Set Variable Set Ogres = (Units owned by Player 12 (Brown) of type Ogre Warrior)
Gate
Events
Unit - A unit enters Red <gen>
Unit - A unit enters Blue <gen>
Unit - A unit enters Teal <gen>
Unit - A unit enters Purple <gen>
Unit - A unit enters Yellow <gen>
Unit - A unit enters Orange <gen>
Unit - A unit enters Green <gen>
Unit - A unit enters Pink <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of 1st_Waygate <gen>)
Special Effect - Create a special effect at (Center of 1st_Waygate <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Wait 2.00 seconds
Special Effect - Destroy (Last created special effect)
Gate Dryads
Events
Unit - A unit enters Red <gen>
Unit - A unit enters Blue <gen>
Unit - A unit enters Teal <gen>
Unit - A unit enters Purple <gen>
Unit - A unit enters Yellow <gen>
Unit - A unit enters Orange <gen>
Unit - A unit enters Green <gen>
Unit - A unit enters Pink <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Make Dryad 0038 <gen> face (Center of 1st_Waygate <gen>) over 1.00 seconds
Unit - Make Dryad 0039 <gen> face (Center of 1st_Waygate <gen>) over 1.00 seconds
Wait 2.50 seconds
Unit - Make Dryad 0038 <gen> face (Center of 1st_Barrier_Penetration <gen>) over 1.00 seconds
Unit - Make Dryad 0039 <gen> face (Center of 1st_Barrier_Penetration <gen>) over 1.00 seconds
Wait 2.00 seconds
Unit - Make Dryad 0038 <gen> face (Position of Dryad 0039 <gen>) over 0.50 seconds
Unit - Make Dryad 0039 <gen> face (Position of Dryad 0038 <gen>) over 0.50 seconds
Wait 1.50 seconds
Animation - Play Dryad 0038 <gen> 's spell animation
Animation - Play Dryad 0039 <gen> 's spell animation
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of Dryad 0038 <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Special Effect - Create a special effect at (Position of Dryad 0039 <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Wait 0.05 seconds
Unit - Remove Dryad 0038 <gen> from the game
Unit - Remove Dryad 0039 <gen> from the game
Forest Regrow
Events
Destructible - A destructible within Forest_Grow <gen> dies
Conditions
Actions
Wait 2.00 seconds
Destructible - Resurrect (Dying destructible) with (Max life of (Last created destructible)) life and Show birth animation
Storage Cheat
Events
Unit - A unit Is loaded into a transport
Conditions
(Item-type of (Item carried by (Loading unit) in slot 1)) Equal to Lieu de Stockage
Actions
Animation - Play Dryad 0036 <gen> 's spell animation
Wait 0.50 seconds
Unit - Kill (Transporting unit)
Wait 0.50 seconds
Animation - Reset Dryad 0036 <gen> 's animation
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + a coulé dans son bateau à cause du poit de son Lieu de Stockage.)
Cast Meteor
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Dune Worm) and do (Remove (Picked unit) from the game)
Unit - Order Ogre Magi 0032 <gen> to Undead Dreadlord - Inferno . (Random point in Meteor_Area <gen>)
Unit - Order Ogre Magi 0033 <gen> to Undead Dreadlord - Inferno . (Random point in Meteor_Area <gen>)
Unit - Order Ogre Magi 0034 <gen> to Undead Dreadlord - Inferno . (Random point in Meteor_Area <gen>)
Unit - Order Ogre Magi 0035 <gen> to Undead Dreadlord - Inferno . (Random point in Meteor_Area <gen>)
Platform Movement
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 36 , do (Actions)
Loop - Actions
Destructible - Set height of (Random destructible in Platform_Area <gen>) to (Random integer number between 1 and 3)
Trigger - Run Update_Walls_left <gen> (ignoring conditions)
Trigger - Run Update_Walls_leftc <gen> (ignoring conditions)
Trigger - Run Update_Walls_right <gen> (ignoring conditions)
Trigger - Run Update_Walls_rightc <gen> (ignoring conditions)
Trigger - Run Update_Walls_center <gen> (ignoring conditions)
Update Walls left
Events
Conditions
Actions
If ((Height of Elevator 0640 <gen>) Equal to 2) then do (Open South wall of Elevator 0640 <gen>) else do (Close South wall of Elevator 0640 <gen>)
If ((Height of Elevator 0665 <gen>) Equal to 2) then do (Open North wall of Elevator 0665 <gen>) else do (Close North wall of Elevator 0665 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0640 <gen>) Equal to (Height of Elevator 0645 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0640 <gen>
Destructible - Open South wall of Elevator 0645 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0640 <gen>
Destructible - Close South wall of Elevator 0645 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0645 <gen>) Equal to (Height of Elevator 0650 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0645 <gen>
Destructible - Open South wall of Elevator 0650 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0645 <gen>
Destructible - Close South wall of Elevator 0650 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0650 <gen>) Equal to (Height of Elevator 0655 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0650 <gen>
Destructible - Open South wall of Elevator 0655 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0650 <gen>
Destructible - Close South wall of Elevator 0655 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0655 <gen>) Equal to (Height of Elevator 0660 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0655 <gen>
Destructible - Open South wall of Elevator 0660 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0655 <gen>
Destructible - Close South wall of Elevator 0660 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0660 <gen>) Equal to (Height of Elevator 0665 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0660 <gen>
Destructible - Open South wall of Elevator 0665 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0660 <gen>
Destructible - Close South wall of Elevator 0665 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0645 <gen>) Equal to (Height of Elevator 0277 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 0645 <gen>
Destructible - Open West wall of Elevator 0277 <gen>
Else - Actions
Destructible - Close East wall of Elevator 0645 <gen>
Destructible - Close West wall of Elevator 0277 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0660 <gen>) Equal to (Height of Elevator 0278 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 0660 <gen>
Destructible - Open West wall of Elevator 0278 <gen>
Else - Actions
Destructible - Close East wall of Elevator 0660 <gen>
Destructible - Close West wall of Elevator 0278 <gen>
Update Walls center
Events
Conditions
Actions
If ((Height of Elevator 0638 <gen>) Equal to 2) then do (Open South wall of Elevator 0638 <gen>) else do (Close South wall of Elevator 0638 <gen>)
If ((Height of Elevator 0663 <gen>) Equal to 2) then do (Open North wall of Elevator 0663 <gen>) else do (Close North wall of Elevator 0663 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0638 <gen>) Equal to (Height of Elevator 0643 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0638 <gen>
Destructible - Open South wall of Elevator 0643 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0638 <gen>
Destructible - Close South wall of Elevator 0643 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0643 <gen>) Equal to (Height of Elevator 0648 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0643 <gen>
Destructible - Open South wall of Elevator 0648 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0643 <gen>
Destructible - Close South wall of Elevator 0648 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0648 <gen>) Equal to (Height of Elevator 0653 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0648 <gen>
Destructible - Open South wall of Elevator 0653 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0648 <gen>
Destructible - Close South wall of Elevator 0653 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0653 <gen>) Equal to (Height of Elevator 0658 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0653 <gen>
Destructible - Open South wall of Elevator 0658 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0653 <gen>
Destructible - Close South wall of Elevator 0658 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0658 <gen>) Equal to (Height of Elevator 0663 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0658 <gen>
Destructible - Open South wall of Elevator 0663 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0658 <gen>
Destructible - Close South wall of Elevator 0663 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0643 <gen>) Equal to (Height of Elevator 0277 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 0643 <gen>
Destructible - Open East wall of Elevator 0277 <gen>
Else - Actions
Destructible - Close West wall of Elevator 0643 <gen>
Destructible - Close East wall of Elevator 0277 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0643 <gen>) Equal to (Height of Elevator 0280 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 0643 <gen>
Destructible - Open West wall of Elevator 0280 <gen>
Else - Actions
Destructible - Close East wall of Elevator 0643 <gen>
Destructible - Close West wall of Elevator 0280 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0658 <gen>) Equal to (Height of Elevator 0278 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 0658 <gen>
Destructible - Open East wall of Elevator 0278 <gen>
Else - Actions
Destructible - Close West wall of Elevator 0658 <gen>
Destructible - Close East wall of Elevator 0278 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0658 <gen>) Equal to (Height of Elevator 0279 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 0658 <gen>
Destructible - Open West wall of Elevator 0279 <gen>
Else - Actions
Destructible - Close East wall of Elevator 0658 <gen>
Destructible - Close West wall of Elevator 0279 <gen>
Update Walls leftc
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1013 <gen>) Equal to (Height of Elevator 0650 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 1013 <gen>
Destructible - Open East wall of Elevator 0650 <gen>
Else - Actions
Destructible - Close West wall of Elevator 1013 <gen>
Destructible - Close East wall of Elevator 0650 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1013 <gen>) Equal to (Height of Elevator 0277 <gen>)
Then - Actions
Destructible - Open South wall of Elevator 1013 <gen>
Destructible - Open North wall of Elevator 0277 <gen>
Else - Actions
Destructible - Close South wall of Elevator 1013 <gen>
Destructible - Close North wall of Elevator 0277 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1013 <gen>) Equal to (Height of Elevator 0648 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 1013 <gen>
Destructible - Open West wall of Elevator 0648 <gen>
Else - Actions
Destructible - Close East wall of Elevator 1013 <gen>
Destructible - Close West wall of Elevator 0648 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1013 <gen>) Equal to (Height of Elevator 1012 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 1013 <gen>
Destructible - Open South wall of Elevator 1012 <gen>
Else - Actions
Destructible - Close North wall of Elevator 1013 <gen>
Destructible - Close South wall of Elevator 1012 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0655 <gen>) Equal to (Height of Elevator 1012 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 0655 <gen>
Destructible - Open West wall of Elevator 1012 <gen>
Else - Actions
Destructible - Close East wall of Elevator 0655 <gen>
Destructible - Close West wall of Elevator 1012 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0278 <gen>) Equal to (Height of Elevator 1012 <gen>)
Then - Actions
Destructible - Open South wall of Elevator 0278 <gen>
Destructible - Open North wall of Elevator 1012 <gen>
Else - Actions
Destructible - Close South wall of Elevator 0278 <gen>
Destructible - Close North wall of Elevator 1012 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0653 <gen>) Equal to (Height of Elevator 1012 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 0653 <gen>
Destructible - Open East wall of Elevator 1012 <gen>
Else - Actions
Destructible - Close West wall of Elevator 0653 <gen>
Destructible - Close East wall of Elevator 1012 <gen>
Update Walls rightc
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1014 <gen>) Equal to (Height of Elevator 1015 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 1014 <gen>
Destructible - Open South wall of Elevator 1015 <gen>
Else - Actions
Destructible - Close North wall of Elevator 1014 <gen>
Destructible - Close South wall of Elevator 1015 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1014 <gen>) Equal to (Height of Elevator 0648 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 1014 <gen>
Destructible - Open East wall of Elevator 0648 <gen>
Else - Actions
Destructible - Close West wall of Elevator 1014 <gen>
Destructible - Close East wall of Elevator 0648 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1014 <gen>) Equal to (Height of Elevator 0652 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 1014 <gen>
Destructible - Open West wall of Elevator 0652 <gen>
Else - Actions
Destructible - Close East wall of Elevator 1014 <gen>
Destructible - Close West wall of Elevator 0652 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1014 <gen>) Equal to (Height of Elevator 0280 <gen>)
Then - Actions
Destructible - Open South wall of Elevator 1014 <gen>
Destructible - Open North wall of Elevator 0280 <gen>
Else - Actions
Destructible - Close South wall of Elevator 1014 <gen>
Destructible - Close North wall of Elevator 0280 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1015 <gen>) Equal to (Height of Elevator 0653 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 1015 <gen>
Destructible - Open East wall of Elevator 0653 <gen>
Else - Actions
Destructible - Close West wall of Elevator 1015 <gen>
Destructible - Close East wall of Elevator 0653 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1015 <gen>) Equal to (Height of Elevator 0657 <gen>)
Then - Actions
Destructible - Open East wall of Elevator 1015 <gen>
Destructible - Open West wall of Elevator 0657 <gen>
Else - Actions
Destructible - Close East wall of Elevator 1015 <gen>
Destructible - Close West wall of Elevator 0657 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 1015 <gen>) Equal to (Height of Elevator 0279 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 1015 <gen>
Destructible - Open South wall of Elevator 0279 <gen>
Else - Actions
Destructible - Close North wall of Elevator 1015 <gen>
Destructible - Close South wall of Elevator 0279 <gen>
Update Walls right
Events
Conditions
Actions
If ((Height of Elevator 0642 <gen>) Equal to 2) then do (Open South wall of Elevator 0642 <gen>) else do (Close South wall of Elevator 0642 <gen>)
If ((Height of Elevator 0667 <gen>) Equal to 2) then do (Open North wall of Elevator 0667 <gen>) else do (Close North wall of Elevator 0667 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0642 <gen>) Equal to (Height of Elevator 0647 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0642 <gen>
Destructible - Open South wall of Elevator 0647 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0642 <gen>
Destructible - Close South wall of Elevator 0647 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0647 <gen>) Equal to (Height of Elevator 0652 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0647 <gen>
Destructible - Open South wall of Elevator 0652 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0647 <gen>
Destructible - Close South wall of Elevator 0652 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0652 <gen>) Equal to (Height of Elevator 0657 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0652 <gen>
Destructible - Open South wall of Elevator 0657 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0652 <gen>
Destructible - Close South wall of Elevator 0657 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0657 <gen>) Equal to (Height of Elevator 0662 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0657 <gen>
Destructible - Open South wall of Elevator 0662 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0657 <gen>
Destructible - Close South wall of Elevator 0662 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0662 <gen>) Equal to (Height of Elevator 0667 <gen>)
Then - Actions
Destructible - Open North wall of Elevator 0662 <gen>
Destructible - Open South wall of Elevator 0667 <gen>
Else - Actions
Destructible - Close North wall of Elevator 0662 <gen>
Destructible - Close South wall of Elevator 0667 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0647 <gen>) Equal to (Height of Elevator 0280 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 0647 <gen>
Destructible - Open East wall of Elevator 0280 <gen>
Else - Actions
Destructible - Close West wall of Elevator 0647 <gen>
Destructible - Close East wall of Elevator 0280 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Height of Elevator 0662 <gen>) Equal to (Height of Elevator 0279 <gen>)
Then - Actions
Destructible - Open West wall of Elevator 0662 <gen>
Destructible - Open East wall of Elevator 0279 <gen>
Else - Actions
Destructible - Close West wall of Elevator 0662 <gen>
Destructible - Close East wall of Elevator 0279 <gen>
Remove Tower
Events
Unit - A unit enters Tower_Remove <gen>
Conditions
(Item-type of (Item carried by (Entering unit) in slot 1)) Equal to Tour
Actions
Item - Remove (Item carried by (Entering unit) in slot 1)
Animation - Play VulToRa 0031 <gen> 's spell animation
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Unit - Move (Triggering unit) instantly to (Center of Punishment_point <gen>)
Special Effect - Create a special effect at (Center of Punishment_point <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Wait 0.50 seconds
Animation - Reset VulToRa 0031 <gen> 's animation
Wait 0.50 seconds
Cinematic - Send transmission to (All players) from VulToRa 0031 <gen> named VulToRa : Play No sound and display ((Name of (Owner of (Triggering unit))) + ! Don't steal my towers!) . Modify duration: Add 0 seconds and Don't wait
Cinematic - Ping minimap for (All players) at (Center of Punishment_point <gen>) for 1 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
M01 Barrier Penetration
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Temps laissé pour les laggeurs...
Wait 5.00 seconds
Game - Display to (All players) the text: Cette course de Péon se déroule en 10 partie. D'abords, vous avez un entrainement, ensuite, les parties seront expliqués.
Wait 5.00 seconds
Game - Display to (All players) the text: Les Péons vont être lachés...
Wait 1.00 seconds
Game - Display to (All players) the text: 3...
Wait 1.00 seconds
Game - Display to (All players) the text: 2...
Wait 1.00 seconds
Game - Display to (All players) the text: 1...
Wait 1.00 seconds
Game - Display to (All players) the text: |cffffcc001: Pénétration de la Barricade|r -Entrainez un Péon -Faites-vous un chemin à travers les obstacles. -Allez au cercle de puissance
Countdown Timer - Start Ajastin as a One-shot timer that will expire in 3600.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Circle of Power 0018 <gen>) for 1 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100.00 %)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make Coureur Available for training/construction by (Picked player)
Player - Limit training of Coureur to 1 for (Picked player)
M02 Forest Whack
Events
Unit - A unit enters 1st_Barrier_Penetration <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course.)
M02 Forest Whack Copy
Events
Unit - A unit enters 1st_Barrier_Penetration <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc002: Déforestation|r -Coupez le bois pour atteindre à l'autre côté (Attaquez pour détruir les Arbres)
M03 Project Expansion
Events
Unit - A unit enters 2nd_Forest_Whack <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
Unit - Make Dryad 0040 <gen> face (Center of 2nd_Forest_Whack <gen>) over 1.00 seconds
M03 Project Expansion Copy
Events
Unit - A unit enters 2nd_Forest_Whack <gen>
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Position of Hutte 0029 <gen>) for 1 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Cinematic - Ping minimap for (All players) at (Position of Goblin Shipyard 0020 <gen>) for 1 seconds, using a Simple ping of color ( 0.00 %, 0.00 %, 100.00 %)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility from (Position of Hutte 0029 <gen>) to a radius of 256.00 .
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility from (Position of Goblin Shipyard 0020 <gen>) to a radius of 256.00 .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc003: Ruée vers l'or (et le bois)|r -Courez à la Hutte et achetez un lieu de Stockage. -Construisez le lieu de Stockage -Collectez |cffffcc00'200' d'or|r et |cffffcc00'20' de bois|r -Allez acheter un Navire de Transport.
M04 Water Speeding
Events
Unit - A unit enters 3rd_Operation_Expansion <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
M04 Water Speeding Copy
Events
Unit - A unit enters 3rd_Operation_Expansion <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc004: La Grande Traversée|r -Voyagez entre les Pilliers -Débarquez sur l'autre rive.
Ship Remove
Events
Unit - A unit enters Ship_Remove <gen>
Conditions
Actions
Animation - Play Dryad 0041 <gen> 's spell animation
Wait 0.50 seconds
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Transport Ship) and do (Kill (Picked unit))
Wait 0.50 seconds
Animation - Reset Dryad 0041 <gen> 's animation
M05 Meteor Rain
Events
Unit - A unit enters 4th_Water_Speeding <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
M05 Meteor Rain Copy
Events
Unit - A unit enters 4th_Water_Speeding <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc005: Pluit de Météorite|r -Évitez les Météorites -Courez à l'autre bout !
M06 Sheep Slaughter
Events
Unit - A unit enters 5th_Meteor_Rain <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
Unit - Make Dryad 0042 <gen> face (Center of 5th_Meteor_Rain <gen>) over 1.00 seconds
M06 Sheep Slaughter Copy
Events
Unit - A unit enters 5th_Meteor_Rain <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc006: Les Moutons Géants|r -Faites votre chemin au millieu de ces moutons géants
M07 Mountain Rocks
Events
Unit - A unit enters 6th_Sheep_Slaughter <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
M07 Mountain Rocks Copy
Events
Unit - A unit enters 6th_Sheep_Slaughter <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc007: Les Rochers de la Montagne|r -Faites-vous un chemin pour passer de l'autre côté de la montagne.
Dryad Audience
Events
Unit - A unit enters Dryad_Watch1 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Make Dryad 0043 <gen> face (Center of 7th_Mountain_Pigs <gen>) over 3.50 seconds
Wait 6.00 seconds
Unit - Make Dryad 0043 <gen> face (Center of Dryad_Watch1 <gen>) over 2.00 seconds
Dryad Audience2
Events
Unit - A unit enters Dryad_Watch2 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Make Dryad 0044 <gen> face (Center of 7th_Mountain_Pigs <gen>) over 2.50 seconds
Wait 3.00 seconds
Unit - Make Dryad 0044 <gen> face (Center of Punishment_point <gen>) over 1.00 seconds
Wait 1.50 seconds
Unit - Order Dryad 0044 <gen> to Move To . (Center of Dryad_Run <gen>)
Dryad Audience3
Events
Unit - A unit enters Dryad_Run <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 0.50 seconds
Unit - Make Dryad 0096 <gen> face (Center of Dryad_Run <gen>) over 1.00 seconds
Unit - Make Dryad 0043 <gen> face (Position of Dryad 0096 <gen>) over 0.50 seconds
Wait 3.00 seconds
Unit - Make Dryad 0096 <gen> face (Center of Platform_Area <gen>) over 1.00 seconds
Unit - Make Dryad 0043 <gen> face (Center of Platform_Area <gen>) over 1.00 seconds
M08 Platform Bridge
Events
Unit - A unit enters 7th_Mountain_Pigs <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
Unit - Make Dryad 0095 <gen> face (Center of Punishment_point <gen>) over 4.50 seconds
M08 Platform Bridge Copy
Events
Unit - A unit enters 7th_Mountain_Pigs <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc008: Le Pont Magique|r -Traversez pour atteindre l'autre Rive.
Dryad Audiences l
Events
Unit - A unit enters Exit_Left <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 1.50 seconds
Unit - Make Dryad 0103 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
Unit - Make Dryad 0102 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
Dryad Audiences c
Events
Unit - A unit enters Exit_Center <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 1.50 seconds
Unit - Make Dryad 0097 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
Unit - Make Dryad 0098 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
Dryad Audiences r
Events
Unit - A unit enters Exit_Right <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 1.50 seconds
Unit - Make Dryad 0104 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
Unit - Make Dryad 0105 <gen> face (Center of 8th_Platform_Bridge <gen>) over 5.00 seconds
M09 Towering Range
Events
Unit - A unit enters 8th_Platform_Bridge <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + mène la course...)
M09 Towering Range Copy
Events
Unit - A unit enters 8th_Platform_Bridge <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffffcc009: Rangée de Tours|r -Acheter une Tour dans la Grande Tour -Construisez-là au nord d'ici afin de tuer l'ogre -Tuez l'ogre.
Cinematic - Ping minimap for (All players) at (Position of Grande Tour 0007 <gen>) for 1 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
M10 Victory1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set eka = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by eka of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of eka) + ( est victorieux avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by eka of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 1st <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Chouette d'Honneur and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat eka as an Ally with shared vision)
Trigger - Turn on M10_Victory2 <gen>
M10 Victory2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set toka = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by toka of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of toka) + ( est second avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by toka of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 2nd <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Clé d'Or and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat toka as an Ally with shared vision)
Trigger - Turn on M10_Victory3 <gen>
M10 Victory3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set kolmas = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by kolmas of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of kolmas) + ( est troisième avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by kolmas of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 3rd <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Clé d'Argent and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat kolmas as an Ally with shared vision)
Trigger - Turn on M10_Victory4 <gen>
M10 Victory4
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set neljas = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by neljas of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of neljas) + ( est quatrième avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by neljas of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 4th <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Clé de Bronze and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat neljas as an Ally with shared vision)
Trigger - Turn on M10_Victory5 <gen>
M10 Victory5
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set viides = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by viides of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of viides) + ( est cinquième avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by viides of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 5th <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Clé d'Aluminium and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat viides as an Ally with shared vision)
Trigger - Turn on M10_Victory6 <gen>
M10 Victory6
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set kuudes = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by kuudes of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of kuudes) + ( est sixième avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by kuudes of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 6th <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Clé de Bois and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat kuudes as an Ally with shared vision)
Trigger - Turn on M10_Victory7 <gen>
M10 Victory7
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set seiska = (Owner of (Killing unit))
Unit Group - Pick every unit in (Units owned by seiska of type Tour) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of seiska) + ( est septième avec + ((String((Elapsed time for Ajastin))) + !)))
Unit Group - Pick every unit in (Units owned by seiska of type Coureur) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of 7th <gen>)
Item - Remove (Item carried by (Picked unit) in slot 1)
Hero - Create Instructions pour jouer à ce jeu and give it to (Picked unit)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat seiska as an Ally with shared vision)
Trigger - Turn on M10_Victory8 <gen>
M10 Victory8
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Ogre Warrior
((Triggering unit) is in Ogres.) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit Group - Remove (Triggering unit) from Ogres .
Set Variable Set kasi = (Owner of (Killing unit))
Game - Display to (All players) the text: ((Name of kasi) + ( est le derrnier avec + ((String((Elapsed time for Ajastin))) + !)))
Game - Display to (All players) the text: ((Name of kasi) + est le derrnier...)
Wait 2.50 seconds
Unit Group - Pick every unit in (Units owned by kasi.) and do (Explode (Picked unit).)
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