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Triggers
Soldier Wars Intro Version.w3x
Variables
Initialization
Fade Filter
Create Item
Trigger Off Item
Map Initialization
Hero Spawn 1
Hero Spawn 2
Hero Spawn 3
Hero Spawn 4
Hero Spawn 5
Hero Spawn 6
Hero Spawn 7
Hero Spawn 8
Hero Spawn 9
Hero Spawn 10
Team 1 Wins
Team 2 Wins
Cinematic Skipped P1
Cinematic Skipped P2
Cinematic Skipped P3
Cinematic Skipped P4
Cinematic Skipped P5
Cinematic Skipped P6
Cinematic Skipped P7
Cinematic Skipped P8
Cinematic Skipped P9
Cinematic Skipped P10
Cinematic
Camera
AI
AI Move
AI Death Bringer Move
AI Death Bringer Respawn
AI Pick Item
AI Stop Item
Sounds
Sound 1
Sound 2
Sound 3
Sound 4
Ability
Ability Rent
Ability Boost
Ability Flame Bomb
Ability Battle Station Force 1
Ability Battle Station Force 2
Ability Get Out Force 1
Ability Get Out Force 2
Region
Frost Damage 1
Region Herrs Spawn 1
Region Herrs Spawn 2
Unit
Camera Dies
Alchemist Click
Alchemist Unclick
Tank Shop Click
Tank Shop Unclick
Gun Shop Click
Gun Shop Unclick
Unit Life
Unit Ordered to Attack by Allies
P1 Scout Tower
P2 Scout Tower
P1 Ice Chest Vulnerable
P2 Ice Chest Vulnerable
Item
Item Air Drone
Item Camera
Item Gatling Gun
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
Fade Filter
Events
Time - Every 500.00 seconds of game time
Conditions
Actions
Cinematic - Fade out and back in over 50.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 25.00 seconds
Unit Group - Pick every unit in (Units of type Soldier) and do (Set life of (Picked unit) to 1.00%)
Sound - Play SargerasLaugh <gen>
Create Item
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Item - Create Gold Coins at (Random point in Region_Visibility <gen>)
Item - Create Bundle of Lumber at (Random point in Region_Visibility <gen>)
Item - Create Rune of Lesser Healing at (Random point in Region_Visibility <gen>)
Item - Create Glyph of Ultravision at (Random point in Region_Visibility <gen>)
Trigger Off Item
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Trigger - Turn off Create_Item <gen>
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Unit - Make Icy Treasure Chest 0065 <gen> Invulnerable
Unit - Make Icy Treasure Chest 0064 <gen> Invulnerable
Environment - Set sky to Lordaeron Winter Sky
Melee Game - Use melee time of day (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Neutral Building - Change the special minimap icon to Soldier Wars Loading Screen512x512.blp
Quest - Create a Required quest titled Mission with the description Kill your Enemies to win. , using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
Hero Spawn 1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 1 (Red)
Actions
Wait 30.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_1 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_1 for Player 1 (Red) over 0 seconds
Game - Display to (All allies of Player 1 (Red).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Actions
Wait 30.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_1 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_1 for Player 2 (Blue) over 0 seconds
Game - Display to (All allies of Player 2 (Blue).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 3
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Actions
Wait 30.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_1 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_1 for Player 3 (Teal) over 0 seconds
Game - Display to (All allies of Player 3 (Teal).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 4
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_1 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_1 for Player 4 (Purple) over 0 seconds
Game - Display to (All allies of Player 4 (Purple).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 5
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_1 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_1 for Player 5 (Yellow) over 0 seconds
Game - Display to (All allies of Player 5 (Yellow).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 6
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_2 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_2 for Player 6 (Orange) over 0 seconds
Game - Display to (All allies of Player 6 (Orange).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 7
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 7 (Green)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_2 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_2 for Player 7 (Green) over 0 seconds
Game - Display to (All allies of Player 7 (Green).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 8
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_2 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_2 for Player 8 (Pink) over 0 seconds
Game - Display to (All allies of Player 8 (Pink).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 9
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_2 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_2 for Player 9 (Gray) over 0 seconds
Game - Display to (All allies of Player 9 (Gray).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Hero Spawn 10
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Actions
Wait 20.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_Hero_Spawn_2 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_Hero_Spawn_2 for Player 10 (Light Blue) over 0 seconds
Game - Display to (All allies of Player 10 (Light Blue).) the text: ((Name of (Triggering player)) + 's Soldier has respawn)
Team 1 Wins
Events
Unit - Icy Treasure Chest 0064 <gen> Dies
Conditions
Actions
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players) over 0.20 seconds
Trigger - Turn off Fade_Filter <gen>
Trigger - Turn off Hero_Spawn_1 <gen>
Trigger - Turn off Hero_Spawn_2 <gen>
Trigger - Turn off Hero_Spawn_3 <gen>
Trigger - Turn off Hero_Spawn_4 <gen>
Trigger - Turn off Hero_Spawn_5 <gen>
Trigger - Turn off Hero_Spawn_6 <gen>
Trigger - Turn off Hero_Spawn_7 <gen>
Trigger - Turn off Hero_Spawn_8 <gen>
Trigger - Turn off Hero_Spawn_9 <gen>
Trigger - Turn off Hero_Spawn_10 <gen>
Game - Display to (All players) the text: Force 1 Wins. For mor informations just email me on Google. Rafael Angelo Sarez
Unit - Kill (Random unit from (Units owned by Player 6 (Orange) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 7 (Green) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 8 (Pink) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 9 (Gray) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 10 (Light Blue) of type Soldier))
Cinematic - Fade out and back in over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.50 seconds
Sound - Play Comradeship <gen>
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_1_Wins for Player 10 (Light Blue) over 0 seconds
Unit - Move (Random unit from (Units owned by Player 1 (Red) of type Soldier)) instantly to (Center of Region_Hero_Spawn_1 <gen>)
Wait 10.00 seconds
Unit - Unpause Soldier 0022 <gen>
Unit - Order (Random unit from (Units owned by Player 1 (Red) of type Soldier)) to Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Wait 5.00 seconds
Item - Create Team 1 Flag at (Center of Region_Team_1_Flag_Plant <gen>)
Wait 2.00 seconds
Unit - Order (Random unit from (Units owned by Player 1 (Red) of type Soldier)) to Move To . (Center of (Entire map))
Wait 15.00 seconds
Unit - Create 1 . Flying Machine for Player 11 (Dark Green) at (Center of Region_Create_Flying_Machine_1 <gen>) facing Default building facing degrees
Wait 0.50 seconds
Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Flying Machine)) to Move To . (Center of (Entire map))
Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Flying Machine)) to Move To . (Center of (Entire map))
Wait 30.00 seconds
Cinematic - Fade out over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Skip dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Skip dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Skip dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Skip dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Skip dialogs, Show scores)
Game - Victory Player 7 (Green) ( Skip dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Skip dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Skip dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Skip dialogs, Show scores)
Team 2 Wins
Events
Unit - Icy Treasure Chest 0065 <gen> Dies
Conditions
Actions
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players) over 0.20 seconds
Trigger - Turn off Fade_Filter <gen>
Trigger - Turn off Hero_Spawn_1 <gen>
Trigger - Turn off Hero_Spawn_2 <gen>
Trigger - Turn off Hero_Spawn_3 <gen>
Trigger - Turn off Hero_Spawn_4 <gen>
Trigger - Turn off Hero_Spawn_5 <gen>
Trigger - Turn off Hero_Spawn_6 <gen>
Trigger - Turn off Hero_Spawn_7 <gen>
Trigger - Turn off Hero_Spawn_8 <gen>
Trigger - Turn off Hero_Spawn_9 <gen>
Trigger - Turn off Hero_Spawn_10 <gen>
Game - Display to (All players) the text: Force 2 Wins. For mor informations just email me on Google. Rafael Angelo Sarez
Unit - Kill (Random unit from (Units owned by Player 1 (Red) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 2 (Blue) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 3 (Teal) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 4 (Purple) of type Soldier))
Unit - Kill (Random unit from (Units owned by Player 5 (Yellow) of type Soldier))
Cinematic - Fade out and back in over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.50 seconds
Sound - Play Comradeship <gen>
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Camera_Team_2_Wins for Player 10 (Light Blue) over 0 seconds
Unit - Move (Random unit from (Units owned by Player 6 (Orange) of type Soldier)) instantly to (Center of Region_Hero_Spawn_2 <gen>)
Wait 10.00 seconds
Unit - Unpause Soldier 0027 <gen>
Unit - Order (Random unit from (Units owned by Player 6 (Orange) of type Soldier)) to Move To . (Center of Region_Team_2_Flag_Plant <gen>)
Wait 6.00 seconds
Item - Create Team 2 Flag at (Center of Region_Team_2_Flag_Plant <gen>)
Wait 2.00 seconds
Unit - Order (Random unit from (Units owned by Player 1 (Red) of type Soldier)) to Move To . (Center of (Entire map))
Wait 15.00 seconds
Unit - Create 1 . Flying Machine for Player 12 (Brown) at (Center of Region_Create_Flying_Machine_2 <gen>) facing Default building facing degrees
Wait 0.50 seconds
Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Flying Machine)) to Move To . (Center of (Entire map))
Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Flying Machine)) to Move To . (Center of (Entire map))
Wait 30.00 seconds
Cinematic - Fade out over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Skip dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Skip dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Skip dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Skip dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Skip dialogs, Show scores)
Game - Victory Player 7 (Green) ( Skip dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Skip dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Skip dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Skip dialogs, Show scores)
Cinematic Skipped P1
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Cinematic Skipped P2
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 2 (Blue) ( Skip dialogs, Show scores)
Cinematic Skipped P3
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 3 (Teal) ( Skip dialogs, Show scores)
Cinematic Skipped P4
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 4 (Purple) ( Skip dialogs, Show scores)
Cinematic Skipped P5
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 5 (Yellow) ( Skip dialogs, Show scores)
Cinematic Skipped P6
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 6 (Orange) ( Skip dialogs, Show scores)
Cinematic Skipped P7
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 7 (Green) ( Skip dialogs, Show scores)
Cinematic Skipped P8
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 8 (Pink) ( Skip dialogs, Show scores)
Cinematic Skipped P9
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 9 (Gray) ( Skip dialogs, Show scores)
Cinematic Skipped P10
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Game - Victory Player 10 (Light Blue) ( Skip dialogs, Show scores)
Camera
Events
Map initialization
Conditions
Actions
Sound - Stop music Immediately
Sound - Play Bastille___Pompeii__song365_cc_u <gen>
Sound - Set volume of Bastille___Pompeii__song365_cc_u <gen> to 100 %
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Cinematic - Fade in over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Camera - . Apply . gg_cam_Camera_Intro_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_2 for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Cinematic - Fade out and back in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - . Apply . gg_cam_Camera_Intro_3 for Player 1 (Red) over 0 seconds
Wait 3.00 seconds
Cinematic - Fade out and back in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Camera - . Apply . gg_cam_Camera_Intro_4 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_5 for Player 1 (Red) over 4.00 seconds
Wait 4.00 seconds
Cinematic - Fade out and back in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.80 seconds
Camera - . Apply . gg_cam_Camera_Intro_6 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_7 for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Cinematic - Fade out and back in over 3.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.80 seconds
Camera - . Apply . gg_cam_Camera_Intro_8 for Player 1 (Red) over 0 seconds
Wait 3.00 seconds
Cinematic - Fade out and back in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.80 seconds
Camera - . Apply . gg_cam_Camera_Intro_9 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_10 for Player 1 (Red) over 4.00 seconds
Wait 4.00 seconds
Camera - . Apply . gg_cam_Camera_Intro_11 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_12 for Player 1 (Red) over 3.00 seconds
Wait 5.00 seconds
Cinematic - Fade out and back in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 0.80 seconds
Camera - . Apply . gg_cam_Camera_Intro_13 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_14 for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Camera_Intro_15 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_Intro_16 for Player 1 (Red) over 7.00 seconds
Wait 3.00 seconds
Cinematic - Fade out over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 5.00 seconds
Game - Display to (All players) the text: |cffff8c00Soldier Wars|r
Wait 3.00 seconds
Game - Display to (All players) the text: |cffffcc00Coming Soon|r
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
AI Move
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Units owned by Player 2 (Blue).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 3 (Teal).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 4 (Purple).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 5 (Yellow).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 6 (Orange).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 7 (Green).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 8 (Pink).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 9 (Gray).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 10 (Light Blue).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
AI Death Bringer Move
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Venom Bringer 0004 <gen> to Attack-Move To . (Random point in Region_Visibility <gen>)
AI Death Bringer Respawn
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Venom Bringer
Actions
Special Effect - Create a special effect at (Center of Region_AI_Death_Bringer_Respawn <gen>) using Abilities\Spells\NightElf\shadowstrike\ShadowStrikeMissile.mdl
Wait 25.00 seconds
Special Effect - Destroy (Last created special effect)
Hero - Instantly revive (Dying unit) at (Center of Region_AI_Death_Bringer_Respawn <gen>) , Show revival graphics
AI Pick Item
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Units owned by Player 2 (Blue) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 3 (Teal) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 4 (Purple) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 5 (Yellow) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 6 (Orange) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 7 (Green) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 8 (Pink) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 9 (Gray) of type Soldier)) to Right-Click . (Random item in (Entire map))
Unit - Order (Random unit from (Units owned by Player 10 (Light Blue) of type Soldier)) to Right-Click . (Random item in (Entire map))
AI Stop Item
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn off AI_Pick_Item <gen>
Sound 1
Events
Conditions
Actions
Sound 2
Events
Conditions
Actions
Sound 3
Events
Conditions
Actions
Sound 4
Events
Conditions
Actions
Ability Rent
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Rent Tent
Actions
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
Ability Boost
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Boost
Actions
Animation - Queue (Triggering unit) 's Walk Fast animation
Ability Flame Bomb
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flame Bomb
(Unit-type of (Casting unit)) Equal to Soldier
Actions
Sound - Play Warning <gen>
Wait 3.00 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 50.00) degrees.) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Unit - Cause (Target unit of ability being cast) to damage circular area after 5.00 seconds of radius 500 at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 50.00) degrees.) , dealing 250.00 damage of attack type Spells and damage type Fire
Wait 3.00 seconds
Special Effect - Destroy (Last created special effect)
Ability Battle Station Force 1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Stations
(Unit-type of (Casting unit)) Equal to Bunker
(Owner of (Casting unit)) Equal to Player 1 (Red)
Actions
Unit - Order (Random unit from (Units in Region_Hero_Spawn_1 <gen>)) to Right-Click . Bunker 0068 <gen>
Ability Battle Station Force 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Stations
(Unit-type of (Casting unit)) Equal to Bunker
(Owner of (Casting unit)) Equal to Player 1 (Red)
Actions
Unit - Order (Random unit from (Units in Region_Hero_Spawn_2 <gen>)) to Right-Click . Bunker 0069 <gen>
Ability Get Out Force 1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Stand Down
(Unit-type of (Casting unit)) Equal to Bunker
(Owner of (Casting unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Random unit from (Units owned by Player 2 (Blue) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 3 (Teal) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 4 (Purple) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 5 (Yellow) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Wait 1.00 seconds
Unit - Order (Random unit from (Units owned by Player 2 (Blue).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 3 (Teal).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 4 (Purple).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 5 (Yellow).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Ability Get Out Force 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Stand Down
(Unit-type of (Casting unit)) Equal to Bunker
(Owner of (Casting unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Random unit from (Units owned by Player 6 (Orange) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 7 (Green) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 8 (Pink) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 9 (Gray) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Unit - Move (Random unit from (Units owned by Player 10 (Light Blue) of type Soldier)) instantly to (Center of Region_Bunker_1 <gen>)
Wait 1.00 seconds
Unit - Order (Random unit from (Units owned by Player 6 (Orange).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 7 (Green).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 8 (Pink).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 9 (Gray).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Unit - Order (Random unit from (Units owned by Player 10 (Light Blue).)) to Attack-Move To . (Random point in Region_Visibility <gen>)
Frost Damage 1
Events
Unit - A unit enters Region_Frost_Damage_1 <gen>
Conditions
Actions
Wait 3.50 seconds
Unit - Cause (Entering unit) to damage circular area after 1.00 seconds of radius 500 at (Center of Region_Frost_Damage_1 <gen>) , dealing 125.00 damage of attack type Magic and damage type Cold
Region Herrs Spawn 1
Events
Unit - A unit enters Region_Create_Herrs_Team_1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Footman
(Unit-type of (Entering unit)) Equal to Rifleman
(Unit-type of (Entering unit)) Equal to Mortar Team
Actions
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Region Herrs Spawn 2
Events
Unit - A unit enters Region_Create_Herrs_Team_2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Footman
(Unit-type of (Entering unit)) Equal to Rifleman
(Unit-type of (Entering unit)) Equal to Mortar Team
Actions
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Footman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Rifleman)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Unit - Order (Random unit from (Units of type Mortar Team)) to Attack-Move To . (Center of Region_Team_1_Flag_Plant <gen>)
Camera Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Camera
Actions
Unit - Remove (Triggering unit) from the game
Alchemist Click
Events
Unit - Chemist Shop 0003 <gen> Is selected
Conditions
Actions
Animation - Play Chemist Shop 0003 <gen> 's Attack One alternate -2 animation
Unit - Set (Triggering unit) movement speed to 150.00
Unit Ordered to Attack by Allies
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Player 1 (Red)
(Owner of (Attacked unit)) Equal to Player 2 (Blue)
(Owner of (Attacked unit)) Equal to Player 3 (Teal)
(Owner of (Attacked unit)) Equal to Player 4 (Purple)
(Owner of (Attacked unit)) Equal to Player 5 (Yellow)
(Owner of (Attacked unit)) Equal to Player 6 (Orange)
(Owner of (Attacked unit)) Equal to Player 7 (Green)
(Owner of (Attacked unit)) Equal to Player 8 (Pink)
(Owner of (Attacked unit)) Equal to Player 9 (Gray)
(Owner of (Attacked unit)) Equal to Player 10 (Light Blue)
(Owner of (Attacking unit)) Equal to (Owner of (Attacked unit))
Actions
Unit - Order (Attacking unit) to Stop .
P1 Scout Tower
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Scout Tower
Actions
Unit - Remove (Dying unit) from the game
P2 Scout Tower
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Scout Tower
Actions
Unit - Remove (Dying unit) from the game
P1 Ice Chest Vulnerable
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Army Guard Tower
Actions
Unit - Remove (Dying unit) from the game
Unit - Make Icy Treasure Chest 0065 <gen> Vulnerable
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
P2 Ice Chest Vulnerable
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Army Guard Tower
Actions
Unit - Remove (Dying unit) from the game
Unit - Make Icy Treasure Chest 0064 <gen> Vulnerable
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Item Air Drone
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Air Drone
Actions
Unit - Create 1 . Air Drone for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
Item Camera
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Camera Object
Actions
Unit - Create 1 . Camera for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
Item Gatling Gun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gatling Gun
Actions
Unit - Create 1 . Gatling Gun for (Owner of (Hero manipulating item)) at (Position of (Hero manipulating item)) facing Default building facing degrees
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