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Triggers
Rabbit Hunt v1.2.w3x
Variables
Rabbits
Last Rabbit Stolen
Count Rabbits
Victory Rabbits
Building
One More Chance
Fucking
Fertile
Make Not Fertile
Make Fertile
Birth
Growing Up
Hunters
Rabbit Detector
Rifle
Shotgun
Sniper Rifle
Machete
Axe
Victory Hunters
Misc
Player Leaves
Starting Thingz
Name
Type
is_array
initial_value
MultiboardRabbits
multiboard
No
NumberOfRabbits
integer
No
Last Rabbit Stolen
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Paternity
Actions
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Buck Rabbit units owned by (Owner of (Target unit of ability being cast))) Equal to 0
(Number of living Doe units owned by (Owner of (Target unit of ability being cast))) Equal to 0
(Number of living Doe (Pregnant) units owned by (Owner of (Target unit of ability being cast))) Equal to 0
(Number of living Doe (baby) units owned by (Owner of (Target unit of ability being cast))) Equal to 0
(Number of living Buck Rabbit (baby) units owned by (Owner of (Target unit of ability being cast))) Equal to 0
Then - Actions
Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: Your last rabbit has been changed from owner! You got a new one...
Camera - Pan camera for (Owner of (Dying unit)) to ((Owner of (Dying unit)) start location) over 0 seconds
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Dying unit)) at ((Owner of (Dying unit)) start location) facing Default building facing degrees
Else - Actions
Quest - Create a Required quest titled Information with the description Most of this map was made by MP@Productions but i like to claim it to be my responsibility to maintain this map and add stuff cuz MP@Productions went out of business in round about..2005?the map was only in beta when the makers abandoned it so i remembered this neglected map and decided to edit it and maintain it.it was an alright map but it never really jumped the hurdle in fun prospect.i add stuff sometimes becuz buns dont really get much to do.current add on is the rabbit burrow,where rabbits can buy healing items.(beer,berrys,berry juice.) , using icon path ReplaceableTextures\CommandButtons\BTNCritterRabbit.blp
Multiboard - Create a multiboard with 1 columns and 1 rows, titled Number of Rabbits: .
Set Variable Set MultiboardRabbits = (Last created multiboard)
Multiboard - Set the icon for MultiboardRabbits item in column 1 , row 1 to ReplaceableTextures\CommandButtons\BTNCritterRabbit.blp
Multiboard - Set the text for MultiboardRabbits item in column 1 , row 1 to (String(NumberOfRabbits))
Victory Rabbits
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NumberOfRabbits Greater than or equal to 100
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Can't you handle a gun?!
Game - Defeat Player 10 (Light Blue) with the message: Can't you handle a gun?!
Game - Defeat Player 11 (Dark Green) with the message: Can't you handle a gun?!
Game - Defeat Player 12 (Brown) with the message: Can't you handle a gun?!
Else - Actions
Building
Events
Unit - A unit Finishes construction
Conditions
Actions
Unit - Change ownership of (Constructed structure) to Neutral Passive and Retain color
One More Chance
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
(Owner of (Dying unit)) Equal to Player 7 (Green)
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NumberOfRabbits Greater than 0
((Owner of (Dying unit)) Food used) Equal to 0
Then - Actions
Game - Display to (Player group((Owner of (Dying unit)))) the text: Don't quit! You will get 1 last chance in 1 minute.
Wait 60.00 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NumberOfRabbits Greater than 0
Then - Actions
Camera - Pan camera for (Owner of (Dying unit)) to ((Owner of (Dying unit)) start location) over 0 seconds
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Dying unit)) at ((Owner of (Dying unit)) start location) facing Default building facing degrees
Else - Actions
Else - Actions
Fucking
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Fuck
Actions
Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) - 20.00)
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Doe (Pregnant) for (Owner of (Target unit of ability being cast)) at (Position of (Target unit of ability being cast)) facing (Facing of (Target unit of ability being cast)) degrees
Sound - Play RabbitFuck <gen> at 100.00 % volume, attached to (Casting unit)
Wait 0.20 game-time seconds
Sound - Play RabbitFuck <gen> at 100.00 % volume, attached to (Casting unit)
Wait 0.20 game-time seconds
Sound - Play RabbitFuck <gen> at 100.00 % volume, attached to (Casting unit)
Fertile
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: All does are fertile for now...
Trigger - Turn off Make_Not_Fertile <gen>
Trigger - Turn on Make_Fertile <gen>
Wait 30.00 game-time seconds
Game - Display to (All players) the text: All does are not fertile anymore...
Trigger - Turn on Make_Not_Fertile <gen>
Trigger - Turn off Make_Fertile <gen>
Wait 90.00 game-time seconds
Trigger - Run (This trigger) (checking conditions)
Make Not Fertile
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Doe) and do (Remove classification of A sapper from (Picked unit))
Make Fertile
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Doe) and do (Add classification of A sapper to (Picked unit))
Birth
Events
Unit - A unit Is issued an order with no target
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
Conditions
(Unit-type of (Ordered unit)) Equal to Doe (Pregnant)
(Mana of (Ordered unit)) Equal to 25.00
Actions
Game - Display to (Player group((Owner of (Ordered unit)))) the text: Young rabbits are just born!
Unit - Remove (Ordered unit) from the game
Unit - Create 1 . Doe for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing (Facing of (Ordered unit)) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Ordered unit) is selected by (Owner of (Ordered unit)).) Equal to True
Then - Actions
Selection - Add (Last created unit) to selection for (Owner of (Last created unit))
Else - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units of type Doe)) Less than 1
Then - Actions
Unit - Create 1 . Doe (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Unit - Create 1 . Doe (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units of type Buck Rabbit)) Less than 1
Then - Actions
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Unit - Create 1 . Doe (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Else - Actions
Unit - Create 1 . Buck Rabbit (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Unit - Create 1 . Doe (baby) for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing Default building facing degrees
Growing Up
Events
Unit - A unit Is issued an order with no target
Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Ordered unit)) Equal to Doe (baby)
(Unit-type of (Ordered unit)) Equal to Buck Rabbit (baby)
(Mana of (Ordered unit)) Equal to 50.00
Actions
Unit - Remove (Ordered unit) from the game
Game - Display to (Player group((Owner of (Ordered unit)))) the text: A rabbit just grown up...
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Ordered unit)) Equal to Buck Rabbit (baby)
Then - Actions
Unit - Create 1 . Buck Rabbit for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing (Facing of (Ordered unit)) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Ordered unit) is selected by (Owner of (Ordered unit)).) Equal to True
Then - Actions
Selection - Add (Last created unit) to selection for (Owner of (Last created unit))
Else - Actions
Else - Actions
Unit - Create 1 . Doe for (Owner of (Ordered unit)) at (Position of (Ordered unit)) facing (Facing of (Casting unit)) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Ordered unit) is selected by (Owner of (Ordered unit)).) Equal to True
Then - Actions
Selection - Add (Last created unit) to selection for (Owner of (Last created unit))
Else - Actions
Rabbit Detector
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rabbit Detector
Actions
Unit Group - Pick every unit in (Units of type Buck Rabbit) and do (Actions)
Loop - Actions
Cinematic - Ping minimap for (Player group((Owner of (Hero manipulating item)))) at (Position of (Picked unit)) for 7.00 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Unit Group - Pick every unit in (Units of type Doe) and do (Actions)
Loop - Actions
Cinematic - Ping minimap for (Player group((Owner of (Hero manipulating item)))) at (Position of (Picked unit)) for 7.00 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Unit Group - Pick every unit in (Units of type Doe (Pregnant)) and do (Actions)
Loop - Actions
Cinematic - Ping minimap for (Player group((Owner of (Hero manipulating item)))) at (Position of (Picked unit)) for 7.00 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Rifle
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rifle
Actions
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Shotgun
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun
Actions
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Sniper Rifle) from (Hero manipulating item) .
Sniper Rifle
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle
Actions
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Rifle) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Shotgun) from (Hero manipulating item) .
Machete
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Thorny Vines
Actions
Sound - Play Machete <gen> at 100 % volume, attached to (Dying unit)
Wait 0.30 game-time seconds
Sound - Play Machete <gen> at 100 % volume, attached to (Dying unit)
Wait 0.30 game-time seconds
Sound - Play Machete <gen> at 100 % volume, attached to (Dying unit)
Wait 0.10 game-time seconds
Unit - Remove (Dying unit) from the game
Axe
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Axe
Actions
Sound - Play AxeChop <gen> at 100 % volume, attached to (Hero manipulating item)
Wait 0.50 game-time seconds
Sound - Play AxeChop <gen> at 100 % volume, attached to (Hero manipulating item)
Sound - Play TreeFall <gen> at 100 % volume, attached to (Hero manipulating item)
Victory Hunters
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NumberOfRabbits Equal to 0
Then - Actions
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Don't you know how to fuck?!
Game - Defeat Player 2 (Blue) with the message: Don't you know how to fuck?!
Game - Defeat Player 3 (Teal) with the message: Don't you know how to fuck?!
Game - Defeat Player 4 (Purple) with the message: Don't you know how to fuck?!
Game - Defeat Player 5 (Yellow) with the message: Don't you know how to fuck?!
Game - Defeat Player 6 (Orange) with the message: Don't you know how to fuck?!
Game - Defeat Player 7 (Green) with the message: Don't you know how to fuck?!
Game - Defeat Player 8 (Pink) with the message: Don't you know how to fuck?!
Else - Actions
Player Leaves
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to (Random player from (All allies of Player 1 (Red).))
Then - Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Change ownership of (Picked unit) to Neutral Passive and Change color)
Else - Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Explode (Picked unit).)
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game...)
Starting Thingz
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Rabbits with the description You begin as a young rabbit. When your mana reaches 50, you will grow up and will become an adult. Adult buck rabbits can fuck adult fertile does. Does are fertile for 30 seconds every 120 seconds. If a doe gets pregnant, she will give birth when her mana reaches 25. All babies are owned by the doe, but buck rabbits can take care of them with the ability 'Paternity'. Build barricades to block hunters. If you have trapped yourself; only adult buck rabbits can attack towers. Use the forests to block hunters too.Always try to avoid bullets: the bullets have to hit you to kill you.Try to reach the population of 100 rabbits!Good luck!MP , using icon path ReplaceableTextures\CommandButtons\BTNCritterRabbit.blp
Quest - Create a Required quest titled Hunters with the description You have to kill all the rabbits. To kill rabbits, use a rifle. The bullet has to hit them to kill them.After you have shot, you have to reload the gun. You need bullets to do this, which can be bought at the Hunters Encampment.Buy useful items at the Encampment.Good luck!MP , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Set (Picked player).Current gold to 150)
Game - Display to Player Group - Player 8 (Pink) the text: Beware of the hunters! First grow up then search other rabbits and fuck with eachother to increase the population. Reach the 100 to win!»»» READ QUESTS FOR MORE INFO «««
Game - Display to (All allies of Player 12 (Brown).) the text: Buy a gun, buy ammo and find rabbits to shoot them down! Use A to attack trees with your hunter.»»» READ QUESTS FOR MORE INFO «««
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Turn Gives bounty On for (Picked player))
Player - Turn Gives bounty On for Neutral Passive
Player Group - Pick every player in Player Group - Player 12 (Brown) and do (Make (Picked player) treat Neutral Passive as an Enemy)
Unit - Create 1 Buck Rabbit (baby) for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Doe (baby) for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Buck Rabbit (baby) for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Doe (baby) for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Buck Rabbit (baby) for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Doe (baby) for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Buck Rabbit (baby) for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of Hunters Encampment 0000 <gen>)
Unit - Create 1 Doe (baby) for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of Hunters Encampment 0000 <gen>)
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