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Triggers
Saints and Soldiers v1.2c.w3x
Variables
Initialization
Visibilty
Class Descriptions
Team 1 Select
T1 Sniper
T1 Engineer
T1 Scout
T1 Heavy
T1 Medic
T1 Rifle
T1 Thermo
T1 Demo
Team 2 Select
T2 Sniper
T2 Engineer
T2 Scout
T2 Heavy
T2 Medic
T2 Rifle
T2 Thermo
T2 Demo
Repick
Red
Blue
Teal
Purple
Yellow
Green
Pink
Gray
Light Blue
Dark Green
Start Spawn
Low
Spawn Orange Low
Spawn Orange Low Tank
Spawn Orange Low Wraith
Orange Attack Low
Spawn Brown Low
Spawn Brown Low Tank
Spawn Brown Low Wraith
Brown Attack Low
Mid
Spawn Orange Mid
Spawn Orange Mid Tank
Spawn Orange Mid Wraith
Orange Attack Mid
Spawn Brown Mid
Spawn Brown Mid Tank
Spawn Brown Mid Wraith
Brown Attack Mid
High
Spawn Orange High
Spawn Orange High Tank
Spawn Orange High Wraith
Orange Attack High
Spawn Brown High
Spawn Brown High Tank
Spawn Brown High Wraith
Brown Attack High
Respawn
Orange
Sniper
Engineer
Scout
Heavy
Medic
Rifle
Thermo
Demo
Brown
Sniper 2
Engineer 2
Scout 2
Heavy 2
Medic 2
Rifle 2
Thermo 2
Demo 2
Game Stuff
Win/Lose
Orange Win
Brown Win
Brown Bunkers
Brown 1st Mid
Brown 2nd Mid
Brown 1st Low
Brown 2nd Low
Brown 1st High
Brown 2nd High
Brown Final
Orange Bunkers
Orange 1st Mid
Orange 2nd Mid
Orange 1st Low
Orange 2nd Low
Orange 1st High
Orange 2nd High
Orange Final
Gold
Bounty
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
Visibilty
Events
Map initialization
Conditions
Actions
Melee Game - Set starting resources (for all players)
Game - Display to (All players) the text: |cff32cd32Select your hero by stepping onto its circle of power.|r
Game - Display to (All players) the text: |cffffcc00For hero information refer to the quest menu.|r
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_008 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_008 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_008 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_008 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_008 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_016 <gen>
Wait 10.00 seconds
Game - Display to (All players) the text: |cff32cd32Move out and make your way to the enemy HQ.|r
Class Descriptions
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Rifleman with the description Attack Damage: |cff995500Medium|rWeapon: Sturm 21 Medium Pulse RifleEqually balanced in all skills, the Rifleman is ready for any opposition. With great speed and decent range, he is a great choice for beginners. Equipped with a Sturm 21 Medium Pulse Rifle, he can easily take down enemy infantry. , using icon path ReplaceableTextures\CommandButtons\BTNDwarvenLongRifle.blp
Quest - Create a Optional quest titled Heavy Support with the description Attack Damage: |cffff0000High|rWeapon: Vulcan MinigunIf you want to lay down a barrage of endless amounts of bullets, while cutting your enemies practically in half, then Heavy Support is for you. Equipped with a huge weapon known only as the Vulcan Minigun, the HS is able to take out countless amounts of enemies in seconds. Beware, although the HS can easily take out many enemies, on the run he proves to be on the slow side. , using icon path ReplaceableTextures\CommandButtons\BTNFlakCannons.blp
Quest - Create a Optional quest titled Scout with the description Attack Damage: |cffffcc00Low|rWeapon: M23 Submachine GunAlthough the Scout looks and proves to be a little on the weak side, he easily makes up for it with his speed. The Scout is the fastest unit in the platoon, and is mostly used to run medical supplies and other items to other members of the platoon. The Scout can be a difficult class to master and should not be used by beginners. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Medic with the description Attack Damage: |cffffcc00Low|rWeapon: Poisoness Canister GrenadesWith a large familiarity and excessive training in the medical fields, the Medic can sometimes be the one thing that keeps your team alive. While she doesnt actually carry a firearm, the Medic is equipped with an array of Poisoness Canister Grenades. , using icon path ReplaceableTextures\PassiveButtons\PASBTNStatUp.blp
Quest - Create a Optional quest titled Sniper with the description Attack Damage: |cffff0000High|rWeapon: M25 WidowmakerAble to take down enemies in practically a single shot, the Sniper is easily the strongest member of the platoon. Armed with an extremely powerful sniper rifle known simply as the Widowmaker, he easily takes out enemies from a safe distance. It is important to remember that between each shot the Sniper has a 3 second reload, so be careful. , using icon path ReplaceableTextures\CommandButtons\BTNHumanArtilleryUpOne.blp
Quest - Create a Optional quest titled Demolitions Expert with the description Attack Damage: |cff995500Medium|rWeapon: M-50B SpecialArmed with a powerful shotgun and harnessing the knowledge of hundreds of explosive devices, the DE is a force to be reckoned with. He has the knowledge of many traps used to take out large amounts of enemies. While his skills in demolitions is unmatched, his range tends to be rather low. , using icon path ReplaceableTextures\CommandButtons\BTNSelfDestructOn.blp
Quest - Create a Optional quest titled Thermophile with the description Attack Damage: |cffff0000High|rWeapon: Sinurator FlamethrowerThe class of choice for the mentally unstable in the platoon. The 'eccentric' Thermophiles love to go nutjob ape-crazy and torch everything in sight with the old Sinurator. With the knowledge of all sorts of fire and flammable substances, the Thermophile is a dangerous class towards both enemies and team members. , using icon path ReplaceableTextures\CommandButtons\BTNWallOfFire.blp
Quest - Create a Optional quest titled Demolitions Expert with the description Attack Damage: |cff995500Medium|rWeapon: M-50B SpecialWhile the Engineer is no stand-out with his basic attack, he really shines in his skills to build. He has the knowledge to build an arsenal of deadly machine to help his team in all kinds of trouble. With these abilities he can be a deadly foe. , using icon path ReplaceableTextures\CommandButtons\BTNSelfDestructOn.blp
T1 Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Sniper for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T1 Engineer
Events
Unit - A unit enters Engineer <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Engineer for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T1 Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Scout for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
T1 Heavy
Events
Unit - A unit enters Heavy_Support <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Heavy Support for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
T1 Medic
Events
Unit - A unit enters Medic <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Medic for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T1 Rifle
Events
Unit - A unit enters Rifleman <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
T1 Thermo
Events
Unit - A unit enters Thermophile <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Thermophile for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
T1 Demo
Events
Unit - A unit enters Demolitions_Expert <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Demolitions Expert for (Owner of (Triggering unit)) at (Random point in Team_1_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T2 Sniper
Events
Unit - A unit enters Sniper_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Sniper for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T2 Engineer
Events
Unit - A unit enters Engineer_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Engineer for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T2 Scout
Events
Unit - A unit enters Scout_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Scout for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
T2 Heavy
Events
Unit - A unit enters Heavy_Support_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Heavy Support for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
T2 Medic
Events
Unit - A unit enters Medic_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Medic for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
T2 Rifle
Events
Unit - A unit enters Rifleman_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
T2 Thermo
Events
Unit - A unit enters Thermophile_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Thermophile for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
T2 Demo
Events
Unit - A unit enters Demolitions_Expert_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Create 1 . Demolitions Expert for (Owner of (Triggering unit)) at (Random point in Team_2_Spawn <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 1.00 seconds
Trigger - Turn off (This trigger)
Red
Events
Player - Player 1 (Red) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 1 (Red) at (Center of Orange_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of Orange_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Blue
Events
Player - Player 2 (Blue) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 2 (Blue) at (Center of Orange_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Orange_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Teal
Events
Player - Player 3 (Teal) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 3 (Teal) at (Center of Orange_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Orange_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Purple
Events
Player - Player 4 (Purple) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 4 (Purple) at (Center of Orange_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 4 (Purple) to (Center of Orange_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 5 (Yellow) at (Center of Orange_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 5 (Yellow) to (Center of Orange_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Green
Events
Player - Player 7 (Green) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 7 (Green) at (Center of Brown_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 7 (Green) to (Center of Brown_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Pink
Events
Player - Player 8 (Pink) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 8 (Pink) at (Center of Brown_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 8 (Pink) to (Center of Brown_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Gray
Events
Player - Player 9 (Gray) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 9 (Gray) at (Center of Brown_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 9 (Gray) to (Center of Brown_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 10 (Light Blue) at (Center of Brown_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 10 (Light Blue) to (Center of Brown_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wisp for Player 11 (Dark Green) at (Center of Brown_Repick <gen>) facing Default building facing degrees
Camera - Pan camera for Player 11 (Dark Green) to (Center of Brown_Repick <gen>) over 0 seconds
Trigger - Turn off (This trigger)
Spawn Orange Low
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Orange for Player 6 (Orange) at (Center of Orange_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Low <gen>) to Attack-Move To . (Center of Orange_Attack_Low <gen>)
Spawn Orange Low Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Orange for Player 6 (Orange) at (Center of Orange_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Low <gen>) to Attack-Move To . (Center of Orange_Attack_Low <gen>)
Spawn Orange Low Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Orange for Player 6 (Orange) at (Center of Orange_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Low <gen>) to Attack-Move To . (Center of Orange_Attack_Low <gen>)
Orange Attack Low
Events
Unit - A unit enters Orange_Attack_Low <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Orange) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Orange)
(Unit-type of (Triggering unit)) Equal to Wraith Orange
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Brown_Base <gen>)
Spawn Brown Low
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Brown for Player 12 (Brown) at (Center of Brown_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Low <gen>) to Attack-Move To . (Center of Brown_Attack_Low <gen>)
Spawn Brown Low Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Brown for Player 12 (Brown) at (Center of Brown_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Low <gen>) to Attack-Move To . (Center of Brown_Attack_Low <gen>)
Spawn Brown Low Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Brown for Player 12 (Brown) at (Center of Brown_Spawn_Low <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Low <gen>) to Attack-Move To . (Center of Brown_Attack_Low <gen>)
Brown Attack Low
Events
Unit - A unit enters Brown_Attack_Low <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Brown) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Brown)
(Unit-type of (Triggering unit)) Equal to Wraith Brown
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Orange_Base <gen>)
Spawn Orange Mid
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Orange for Player 6 (Orange) at (Center of Orange_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Mid <gen>) to Attack-Move To . (Center of Brown_Attack_Mid <gen>)
Spawn Orange Mid Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Orange for Player 6 (Orange) at (Center of Orange_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Mid <gen>) to Attack-Move To . (Center of Brown_Attack_Mid <gen>)
Spawn Orange Mid Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Orange for Player 6 (Orange) at (Center of Orange_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_Mid <gen>) to Attack-Move To . (Center of Brown_Attack_Mid <gen>)
Orange Attack Mid
Events
Unit - A unit enters Brown_Attack_Mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Orange) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Orange)
(Unit-type of (Triggering unit)) Equal to Wraith Orange
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Brown_Base <gen>)
Spawn Brown Mid
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Brown for Player 12 (Brown) at (Center of Brown_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Mid <gen>) to Attack-Move To . (Center of Orange_Attack_Mid <gen>)
Spawn Brown Mid Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Brown for Player 12 (Brown) at (Center of Brown_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Mid <gen>) to Attack-Move To . (Center of Orange_Attack_Mid <gen>)
Spawn Brown Mid Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Brown for Player 12 (Brown) at (Center of Brown_Spawn_Mid <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_Mid <gen>) to Attack-Move To . (Center of Orange_Attack_Mid <gen>)
Brown Attack Mid
Events
Unit - A unit enters Orange_Attack_Mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Brown) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Brown)
(Unit-type of (Triggering unit)) Equal to Wraith Brown
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Orange_Base <gen>)
Spawn Orange High
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Orange for Player 6 (Orange) at (Center of Orange_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_High <gen>) to Attack-Move To . (Center of Orange_Attack_High <gen>)
Spawn Orange High Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Orange for Player 6 (Orange) at (Center of Orange_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_High <gen>) to Attack-Move To . (Center of Orange_Attack_High <gen>)
Spawn Orange High Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Orange for Player 6 (Orange) at (Center of Orange_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Orange_Spawn_High <gen>) to Attack-Move To . (Center of Orange_Attack_High <gen>)
Orange Attack High
Events
Unit - A unit enters Orange_Attack_High <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Orange) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Orange)
(Unit-type of (Triggering unit)) Equal to Wraith Orange
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Brown_Base <gen>)
Spawn Brown High
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Marine Brown for Player 12 (Brown) at (Center of Brown_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_High <gen>) to Attack-Move To . (Center of Brown_Attack_High <gen>)
Spawn Brown High Tank
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Tank Brown for Player 12 (Brown) at (Center of Brown_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_High <gen>) to Attack-Move To . (Center of Brown_Attack_High <gen>)
Spawn Brown High Wraith
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Wraith Brown for Player 12 (Brown) at (Center of Brown_Spawn_High <gen>) facing Default building facing degrees
Unit Group - Order (Units in Brown_Spawn_High <gen>) to Attack-Move To . (Center of Brown_Attack_High <gen>)
Brown Attack High
Events
Unit - A unit enters Brown_Attack_High <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Unit-type of (Triggering unit)) Equal to Marine Brown) or ((Unit-type of (Triggering unit)) Equal to Siege Tank Brown)
(Unit-type of (Triggering unit)) Equal to Wraith Brown
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Orange_Base <gen>)
Sniper
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Sniper) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Engineer
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Engineer) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Scout
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Scout) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Heavy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Heavy Support) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Medic
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Medic) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Rifle
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Rifleman) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Thermo
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Thermophile) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Demo
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Demolitions Expert) and ((Race of (Owner of (Triggering unit))) Equal to Human)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_1_Spawn <gen>) over 2.00 seconds
Sniper 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Sniper) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Engineer 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Engineer) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Scout 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Scout) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Heavy 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Heavy Support) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Medic 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Medic) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Rifle 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Rifleman) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Thermo 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Thermophile) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Demo 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Triggering unit)) Equal to Demolitions Expert) and ((Race of (Owner of (Triggering unit))) Equal to Night Elf)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have been killed. You will respawn in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2_Spawn <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_2_Spawn <gen>) over 2.00 seconds
Orange Win
Events
Unit - Command HQ 0105 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Orange team has defeated the Brown team.
Wait 5.00 seconds
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 - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Brown Win
Events
Unit - Command HQ 0104 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Brown team has defeated the Orange team.
Wait 5.00 seconds
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
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 - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Brown 1st Mid
Events
Unit - Bunker 0026 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 1st middle bunker has been destroyed.
Brown 2nd Mid
Events
Unit - Bunker 0050 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 2nd middle bunker has been destroyed.
Brown 1st Low
Events
Unit - Bunker 0058 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 1st low bunker has been destroyed.
Brown 2nd Low
Events
Unit - Bunker 0059 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 2nd low bunker has been destroyed.
Brown 1st High
Events
Unit - Bunker 0053 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 1st high bunker has been destroyed.
Brown 2nd High
Events
Unit - Bunker 0054 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's 2nd high bunker has been destroyed.
Brown Final
Events
Unit - Bunker 0014 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Southern Faction's final bunker has been destroyed.
Orange 1st Mid
Events
Unit - Bunker 0017 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 1st middle bunker has been destroyed.
Orange 2nd Mid
Events
Unit - Bunker 0051 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 2nd middle bunker has been destroyed.
Orange 1st Low
Events
Unit - Bunker 0057 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 1st low bunker has been destroyed.
Orange 2nd Low
Events
Unit - Bunker 0056 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 2nd low bunker has been destroyed.
Orange 1st High
Events
Unit - Bunker 0052 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 1st high bunker has been destroyed.
Orange 2nd High
Events
Unit - Bunker 0055 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's 2nd high bunker has been destroyed.
Orange Final
Events
Unit - Bunker 0012 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: The Northern Faction's final bunker has been destroyed.
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
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