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Triggers
Sniper_Tactics_1.5.w3x
Variables
Triggers
Reveal
Victory 1
Victory 1 Copy
Victory 1 Copy 2
Unreveal
Vision
Victory
Revival
Taunts
Leaderboard
Leaderboard 1
Update Leaderboard
Death
Gold
Name
Type
is_array
initial_value
Taunt
integer
No
tehleaderboard
leaderboard
No
Reveal
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Victory 1
Events
Unit - A unit Dies
Conditions
(Player 1 (Red) Current lumber) Equal to 100
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 - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
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!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Victory 1 Copy
Events
Unit - A unit Dies
Conditions
(Player 5 (Yellow) Current lumber) Equal to 100
Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (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 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!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Victory 1 Copy 2
Events
Unit - A unit Dies
Conditions
(Player 9 (Gray) Current lumber) Equal to 100
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 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
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!
Unreveal
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Visibility - Enable fog of war
Visibility - Enable black mask
Vision
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Wait 0.01 seconds
Visibility - Enable fog of war
Victory
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
((Owner of (Triggering unit)) slot status) Equal to Is playing
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 9 (Gray)) or ((Owner of (Killing unit)) Equal to Player 10 (Light Blue))
Then - Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 12 (Brown)) or ((Owner of (Killing unit)) Equal to Player 11 (Dark Green))
Then - Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 5 (Yellow)) or ((Owner of (Killing unit)) Equal to Player 6 (Orange))
Then - Actions
Player - Add 1 to Player 5 (Yellow) . Current lumber
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 8 (Pink)) or ((Owner of (Killing unit)) Equal to Player 7 (Green))
Then - Actions
Player - Add 1 to Player 5 (Yellow) . Current lumber
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 1 (Red)) or ((Owner of (Killing unit)) Equal to Player 2 (Blue))
Then - Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) Equal to Player 4 (Purple)) or ((Owner of (Killing unit)) Equal to Player 3 (Teal))
Then - Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Else - Actions
Do nothing
Revival
Events
Time - Elapsed game time is 10.00 seconds
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
Actions
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
Taunts
Events
Unit - A unit Dies
Conditions
Actions
Set Variable Set Taunt = (Random integer number between 1 and 9)
If (Taunt Equal to 1) then do (Create floating text that reads Allyournoobarebelongstous above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 2) then do (Create floating text that reads ';..;' above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 3) then do (Create floating text that reads I Pwn you all! above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 4) then do (Create floating text that reads Bwahahaha! above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 5) then do (Create floating text that reads 0wn3d! above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 6) then do (Create floating text that reads me>you :P above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 7) then do (Create floating text that reads whos your daddy! above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 8) then do (Create floating text that reads Say hello to my little freind :) above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
If (Taunt Equal to 9) then do (Create floating text that reads opps you ate lead :D above (Killing unit) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency) else do (Do nothing)
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change (Last created floating text) : Disable permanence
Leaderboard
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Set Variable Set tehleaderboard = (Last created leaderboard)
Leaderboard - Add Player 1 (Red) to tehleaderboard with label Alpha Team and value 0
Leaderboard - Add Player 5 (Yellow) to tehleaderboard with label Beta Team and value 0
Leaderboard - Add Player 9 (Gray) to tehleaderboard with label Centuri Team and value 0
Leaderboard 1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
((Owner of (Dying unit)) slot status) Equal to Is playing
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Color of Player 1 (Red)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 2 (Blue)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 3 (Teal)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 4 (Purple)) Equal to (Color of (Owner of (Triggering unit)))
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: Someone from team 1 has died (wait 15 seconds for revive.
Wait 15.00 seconds
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Color of Player 5 (Yellow)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 6 (Orange)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 7 (Green)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 8 (Pink)) Equal to (Color of (Owner of (Triggering unit)))
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: Someone from team 2 has died (wait 15 seconds for revive.
Wait 15.00 seconds
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at (Center of Region_001 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Color of Player 9 (Gray)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 10 (Light Blue)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 11 (Dark Green)) Equal to (Color of (Owner of (Triggering unit)))
(Color of Player 12 (Brown)) Equal to (Color of (Owner of (Triggering unit)))
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: Someone from team 3 has died (wait 15 seconds for revive.
Wait 15.00 seconds
Unit - Create 1 . Rifleman for (Owner of (Triggering unit)) at (Center of Region_002 <gen>) facing Default building facing degrees
Else - Actions
Update Leaderboard
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in tehleaderboard to (Player 1 (Red) Current lumber)
Leaderboard - Change the value for Player 5 (Yellow) in tehleaderboard to (Player 5 (Yellow) Current lumber)
Leaderboard - Change the value for Player 9 (Gray) in tehleaderboard to (Player 9 (Gray) Current lumber)
Death
Events
Unit - A unit Dies
Conditions
Actions
Unit - Make (Dying unit) face (Position of (Killing unit)) over 0 seconds
Unit - Turn collision for (Dying unit) Off .
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Wait 0.10 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Wait 0.10 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Wait 0.10 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Wait 0.10 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Wait 0.10 seconds
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by -20.00 towards (Facing of (Triggering unit)) degrees.)
Gold
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rifleman
((Owner of (Dying unit)) slot status) Equal to Is playing
Actions
Player - Add 3 to (Owner of (Killing unit)) . Current gold
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