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Triggers
Socom 2 Elimination.w3x
Variables
Start
Intro
Leavers
Leaving Red
Leaving Blue
Leaving Teal
Leaving Yellow
Leaving Green
Leaving Gray
Leaving Dark Green
Leaving Purple
Leaving Pink
Leaving Light Blue
Music Trigg
Start Music
Music List
Music List 2
Music List 3
Music List 4
Music List 5
Music List 6
Music List 7
Music List 8
Music List 9
Music List 10
Music 1
Music 2
Music 3
Music 4
Music 5
Create Creeps
Creeps 1
Creeps 2
Create Seals 1
SEALs Spawn at top
Red
Blue
Purple
Teal
Yellow
Create Terror 1
Terrorists Spawn at bottom
Dark Green
Light Blue
Gray
Pink
Green
Explosives
Detonate
Sachtel
RPG
Grenade
Claymore
Sensor Mine
Bounty
Bounty
Currency
Periodic Money
Money Team 1
Money Team 2
Leaderboard
Set Up Leaderboard
Update Leaderboard
Change Value
Debug
Leaver Debug
Others
Death Defeat
Death Defeat 2
Autocannon
Lives
DeadMove 1
DeadMove 2
DeadMove 3
DeadMove 4
DeadMove 5
DeadMove 6
DeadMove 7
DeadMove 8
DeadMove 9
DeadMove 10
Name
Type
is_array
initial_value
Generator
quest
Yes
Kills
integer
Yes
Playersgroup
force
No
TheLeaderBoard
leaderboard
No
Intro
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: Welcome to the deathmatch edition of Cyberlords Socom 2! Check the quests page for info about the game and credits.
Quest - Create a Required quest titled Weapons with the description You can only have 2 items at the same time, Either two weapons two secondaries or a mix. You can buy weapons and items at the shops. You should always consider buying better weapons than your starting Pistol. They can greatly affect how you play the game. , using icon path ReplaceableTextures\CommandButtons\BTNHumanMissileUpThree.blp
Quest - Create a Required quest titled Money with the description You get money by killing opponents, also, every 45 seconds you get 100 gold. Use the money to buy potent items and weapons from the merchants. Use you gold wisely! , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a Required quest titled Game Tips with the description -Play as a team, too many deaths and your opponents could rack up lots of gold. -Use lots of stealth, Stealth mode will be coming soon. ;) practice up. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOff.blp
Quest - Create a Optional quest titled Beta List with the description AtteA, Nova(Ghost), POT_LEAF_SMOKER, kroqfan2020, HonorNGlory, G0T-blood, Vincentvalentin, Monkeyman16, Unforgiven_Sin , using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
Leaving Red
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Game - Display to (All players) the text: Red has left the game.
Leaving Blue
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Blue has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Teal
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Yellow has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Yellow
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Yellow has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Green
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Green has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Gray
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Gray has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Dark Green
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Dark Green has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Purple
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Purple has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Pink
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Pink has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Leaving Light Blue
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Light Blue has left the game.
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Start Music
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Sound - Play SadMystery <gen>
Music List
Events
Player - Player 1 (Red) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 2
Events
Player - Player 2 (Blue) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 3
Events
Player - Player 3 (Teal) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 4
Events
Player - Player 4 (Purple) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 5
Events
Player - Player 5 (Yellow) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 6
Events
Player - Player 7 (Green) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 7
Events
Player - Player 8 (Pink) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 8
Events
Player - Player 9 (Gray) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 9
Events
Player - Player 10 (Light Blue) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music List 10
Events
Player - Player 11 (Dark Green) types a chat message containing -music (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Music-Sad-Mystery-Victory-Defeat-Persuit
Music 1
Events
Player - Player 1 (Red) types a chat message containing -Sad (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play SadMystery <gen>
Music 2
Events
Player - Player 1 (Red) types a chat message containing -Mystery (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play OrcTheme <gen>
Music 3
Events
Player - Player 1 (Red) types a chat message containing -Defeat (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play DarkVictory <gen>
Music 4
Events
Player - Player 1 (Red) types a chat message containing -Victory (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play HeroicVictory <gen>
Music 5
Events
Player - Player 1 (Red) types a chat message containing -Persuit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play PursuitTheme <gen>
Creeps 1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Desert Troop for Neutral Hostile at (Center of Spawn_1 <gen>) facing Default building facing degrees
Creeps 2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Desert Troop for Neutral Hostile at (Center of Spawn_2 <gen>) facing Default building facing degrees
Red
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Create 1 . Navy SEALs for Player 1 (Red) at (Center of Team_2 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Blue
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Navy SEALs for Player 2 (Blue) at (Center of Team_2 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Purple
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Create 1 . Navy SEALs for Player 4 (Purple) at (Center of Team_2 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Teal
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Navy SEALs for Player 3 (Teal) at (Center of Team_2 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Yellow
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Navy SEALs for Player 5 (Yellow) at (Center of Team_2 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Dark Green
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Terrorists for Player 11 (Dark Green) at (Center of Team_1 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Light Blue
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Terrorists for Player 10 (Light Blue) at (Center of Team_1 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Gray
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Create 1 . Terrorists for Player 9 (Gray) at (Center of Team_1 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Pink
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Create 1 . Terrorists for Player 8 (Pink) at (Center of Team_1 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Green
Events
Time - Elapsed game time is 0.01 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Terrorists for Player 7 (Green) at (Center of Team_1 <gen>) facing Default building facing degrees
Hero - Create Barreta M9 and give it to (Last created unit)
Hero - Create Lives and give it to (Last created unit)
Detonate
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Detonate
Actions
Unit - Kill (Casting unit)
Sachtel
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Sachtel
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
RPG
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to RPG Explosion Dummy
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Grenade
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Grenade
Actions
Animation - Change (Dying unit) 's size to ( 110.00 %, 110.00 %, 110.00 %) of its original size
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Claymore
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Claymore
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Sensor Mine
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Sensor Mine
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Periodic Money
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: Money Income
Player - Add 200 to Player 1 (Red) . Current gold
Player - Add 200 to Player 2 (Blue) . Current gold
Player - Add 200 to Player 3 (Teal) . Current gold
Player - Add 200 to Player 4 (Purple) . Current gold
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 200 to Player 7 (Green) . Current gold
Player - Add 200 to Player 8 (Pink) . Current gold
Player - Add 200 to Player 9 (Gray) . Current gold
Player - Add 200 to Player 10 (Light Blue) . Current gold
Player - Add 200 to Player 11 (Dark Green) . Current gold
Player - Add 200 to Player 12 (Brown) . Current gold
Money Team 1
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 1 (Red)
(Owner of (Killing unit)) Not equal to Player 3 (Teal)
(Owner of (Killing unit)) Not equal to Player 5 (Yellow)
(Owner of (Killing unit)) Not equal to Player 7 (Green)
(Owner of (Killing unit)) Not equal to Player 9 (Gray)
(Owner of (Killing unit)) Not equal to Player 11 (Dark Green)
Actions
Player - Add 300 to (Owner of (Killing unit)) . Current gold
Money Team 2
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 2 (Blue)
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
(Owner of (Killing unit)) Not equal to Player 6 (Orange)
(Owner of (Killing unit)) Not equal to Player 8 (Pink)
(Owner of (Killing unit)) Not equal to Player 10 (Light Blue)
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
Actions
Player - Add 300 to (Owner of (Killing unit)) . Current gold
Set Up Leaderboard
Events
Conditions
Actions
For each (Integer A) from 1 to 10 , do (Set VariableSet Kills[(Integer A)] = "0")
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Kills
Set Variable Set TheLeaderBoard = (Last created leaderboard)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Add Player 7 (Green) to (Last created leaderboard) with label (Name of Player 7 (Green)) and value 0) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value 0) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Add Player 9 (Gray) to (Last created leaderboard) with label (Name of Player 9 (Gray)) and value 0) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Add Player 10 (Light Blue) to (Last created leaderboard) with label (Name of Player 10 (Light Blue)) and value 0) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of Player 11 (Dark Green)) and value 0) else do (Do nothing)
Trigger - Turn on Update_Leaderboard <gen>
Update Leaderboard
Events
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in TheLeaderBoard to Kills[1]
Leaderboard - Change the value for Player 2 (Blue) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 3 (Teal) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 4 (Purple) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 5 (Yellow) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 7 (Green) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 8 (Pink) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 9 (Gray) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 10 (Light Blue) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 11 (Dark Green) in TheLeaderBoard to Kills[6]
Change Value
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Owner of (Killing unit)) is in Playersgroup.) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Leaver Debug
Events
Player - Player 1 (Red) types a chat message containing Test 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Testplayer has left the game
Sound - Play Leaver <gen> at 100 % volume, skipping the first 0.00 seconds
Death Defeat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Navy SEALs
Actions
Game - Defeat (Owner of (Dying unit)) with the message: You are out of Lives!
Death Defeat 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Terrorists
Actions
Game - Defeat (Owner of (Dying unit)) with the message: You are out of Lives!
Autocannon
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Autocannon
Actions
Sound - Attach AutocannonAttack <gen> to (Attacking unit)
DeadMove 1
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 1 (Red)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_2 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 2 (Blue)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_2 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 3
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 3 (Teal)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_2 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 4
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 4 (Purple)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_2 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 5
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 5 (Yellow)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_2 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 6
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 7 (Green)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_1 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 7
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 8 (Pink)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_1 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 8
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 9 (Gray)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_1 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 9
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 10 (Light Blue)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_1 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
DeadMove 10
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lives
(Owner of (Hero manipulating item)) Equal to Player 11 (Dark Green)
Actions
Unit - Move (Hero manipulating item) instantly to (Center of Team_1 <gen>)
Wait 4.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 1.35 seconds
Special Effect - Destroy (Last created special effect)
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