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Triggers
RPGMAP.w3x
Variables
Initialization
Map initialization
Victory Real
Defeat
Defeat 2
Defeat 3
Quest 1
Other
Trees
Follow The Flames
No Escape
Drug Deals
DD2
Intro Movies
Intro Movie
Irish Mob Intro
Villians
Graveyard
Graveyard Camera
Leaveing Graveyard
Watcher Sound
Evil Orcs
Evil Dwarves
Evil Humans
Evil Elves
Rescue
Wizard Units
Goblin Units
Zoo Enterence
Ogre Units
Dwarven Units
Dwarven Units 2
Dwarven Units 3
Undead Units
Dark Elf Units
Human Units
Tarun Units
Caos Orc Units
Name
Type
is_array
initial_value
BanditLord
quest
Yes
Drug_Deals
timer
No
Summon_Sheep
abilcode
No
ACs9
Map initialization
Events
Map initialization
Conditions
Actions
Visibility - Enable fog of war
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy
Destructible - Open Iron Gate 0223 <gen>
Destructible - Make Dungeon Gate 0751 <gen> Invulnerable
Unit - Make Bandit Lord 0119 <gen> Invulnerable
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across World_Tree <gen>
Victory Real
Events
Unit - A unit enters Church <gen>
Conditions
((Triggering unit) has an item of type Elven Gemstone) Equal to True
((Triggering unit) has an item of type Human Keystone) Equal to True
((Triggering unit) has an item of type Orish Key) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Camera - . Apply . gg_cam_Final_Victory_Camera for Player 1 (Red) over 10.00 seconds
Destructible - Pick every destructible in Human_Doom <gen> and do (Kill (Picked destructible))
Wait 2 seconds
Destructible - Pick every destructible in Orc_Doom <gen> and do (Kill (Picked destructible))
Wait 2 seconds
Destructible - Pick every destructible in Undead_Doom <gen> and do (Kill (Picked destructible))
Wait 2 seconds
Destructible - Pick every destructible in Elf_Doom <gen> and do (Kill (Picked destructible))
Wait 2 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Kill (Picked unit))
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Defeat
Events
Unit - Knight Errant 0486 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
Defeat 2
Events
Unit - Great Tree Eater 0303 <gen> Dies
Conditions
(Destroyer of Trees 0453 <gen> is dead) Equal to True
Actions
Game - Defeat Player 1 (Red) with the message: You can no longer hack through the forest you dolt! Defeat!
Defeat 3
Events
Unit - Destroyer of Trees 0453 <gen> Dies
Conditions
(Great Tree Eater 0303 <gen> is dead) Equal to True
Actions
Game - Defeat Player 1 (Red) with the message: You can no longer hack through the forest you dolt! Defeat!
Quest 1
Events
Destructible - Fall Tree Wall 2148 <gen> dies
Conditions
Actions
Quest - Mark (Last created quest) as Completed
Trigger - Turn off Defeat_2 <gen>
Trigger - Turn off Defeat_3 <gen>
Trees
Events
Unit - A unit enters Trees <gen>
Conditions
Actions
Sound - Play Arthas_Tree_Sound <gen>
Quest - Create a Required quest titled Destroy the trees with the description Find some way to destroy the trees that block your path to the city. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a quest requirement for (Last created quest) with the description Your task will become impossible if both lumberjacks in the forest die.
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
Follow The Flames
Events
Unit - A unit enters Folow_The_flame <gen>
Conditions
Actions
Sound - Play Follow_The_Flames <gen>
Trigger - Turn off (This trigger)
No Escape
Events
Unit - A unit leaves No_escape <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play No_Escape <gen>
Wait for (Last played sound) to be 2.00 seconds from finished playing
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Random point in No_escape <gen>) facing (Random angle) with scale 1 and variation 0
Sound - Play Post_No_Escape_Hero_Responce <gen>
Trigger - Turn off (This trigger)
Drug Deals
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Drug_Deals <gen> contains (Triggering unit)) Equal to True
Actions
Countdown Timer - Start Drug_Deals as a One-shot timer that will expire in 300.00 seconds
Set Variable Set Drug_Deals = (Last started timer)
Countdown Timer - Create a timer window for (Last started timer) with title Time untill OD
Animation - Change (Triggering unit) 's size to ( 200.00 %, 200.00 %, 200.00 %) of its original size
Sound - Play PCP_sound_1 <gen>
Wait 56.00 seconds
Game - Set game speed to Slowest
Game - Lock the game speed
Unit - Set (Triggering unit) movement speed to 600.00
Animation - Change (Triggering unit) 's animation speed to 200.00 % of its original speed
Sound - Play PCP_sound_2 <gen>
Wait 28.50 seconds
Game - Unlock the game speed
Game - Set game speed to Normal
Animation - Change (Triggering unit) 's animation speed to 100.00 % of its original speed
Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
Environment - Create a 2.00 second Temporary crater deformation at (Position of (Triggering unit)) with radius 512 and depth 64
Environment - Create a 0.5 second wave deformation from (Position of (Triggering unit)) to (Player 1 (Red) start location) with radius 256 , depth 96 , and a 0 second trailing delay
Wait 60.00 seconds
Environment - Create a 30.00 second Normal ripple deformation at (Position of (Triggering unit)) with starting radius 1024 , ending radius 1024 , and depth 64 , using 1 second ripples spaced 512 apart
Wait 50.00 seconds
Environment - Create a 25.00 second random deformation at (Center of (Playable map area)) with radius 512 , using depths between -32 and 32 , updating every 0.1 seconds
Wait 30.00 seconds
Camera - Sway the camera source for Player 1 (Red) with magnitude 300.00 and velocity 7.00
Sound - Play PCP_sound_3 <gen>
Wait 53.00 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Wait 1.00 seconds
Camera - Sway the camera target for Player 1 (Red) with magnitude 500.00 and velocity 10.00
Wait 30.00 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Unit - Make (Triggering unit) Invulnerable
Sound - Play PCP_sound_4 <gen>
Wait 25.75 seconds
Unit - Make (Triggering unit) Vulnerable
Sound - Play PCP_sound_final <gen>
Animation - Change (Triggering unit) 's size to ( 80.00 %, 80.00 %, 80.00 %) of its original size
Environment - Remove (Last created weather effect)
Item - Remove (Item carried by (Triggering unit) of type PCP)
Countdown Timer - Destroy (Last created timer window)
DD2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Triggering unit) has an item of type PCP) Equal to True
Actions
Countdown Timer - Destroy (Last created timer window)
Intro Movie
Events
Unit - A unit enters Start_Movie <gen>
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Sound - Play Raisist_intro_1 <gen>
Camera - . Apply . gg_cam_Enterence for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Church for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Graveyard for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_World_Tree_20 for Player 1 (Red) over 10.00 seconds
Wait 12.00 seconds
Camera - . Apply . gg_cam_Firey_Village for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Goblin_Camera for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Waygate_Camera_2 for Player 1 (Red) over 1.00 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Elven_Bridge_Camera for Player 1 (Red) over 5.00 seconds
Wait 5.00 seconds
Unit - Order Villager 0534 <gen> to Move To . (Position of Archer 0201 <gen>)
Unit - Change ownership of Villager 0534 <gen> to Player 2 (Blue) and Retain color
Unit - Order High Elven Guard Tower 0001 <gen> to Attack . Villager 0534 <gen>
Unit - Order High Elven Guard Tower 0000 <gen> to Attack . Villager 0534 <gen>
Wait 5.00 seconds
Camera - . Apply . gg_cam_Elven_Residential_Camera for Player 1 (Red) over 4.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Elven_Throne_Room for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Human_Slums_Camera for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Undead_Units_Camera for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Dark_Elf_Camera for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Caos_Orc_Camera for Player 1 (Red) over 0 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Human_High_Rent_District for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Orc_Guard_Towers for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Orc_Throne_Room for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Camera - . Apply . gg_cam_Orc_Throne_Room_Close_Up for Player 1 (Red) over 2.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Church for Player 1 (Red) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Ex_Wizard_Camera for Player 1 (Red) over 0 seconds
Wait 2 seconds
Camera - . Apply . gg_cam_Fallen_Priest_Camera for Player 1 (Red) over 2.00 seconds
Wait 2.50 seconds
Camera - . Apply . gg_cam_Goodies_Camera_1 for Player 1 (Red) over 0 seconds
Wait 1.50 seconds
Camera - . Apply . gg_cam_Goodies_Camera_Filler for Player 1 (Red) over 0 seconds
Wait 1.50 seconds
Camera - . Apply . gg_cam_Waygate_Camera_1 for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Zoo_Camera for Player 1 (Red) over 0 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Ogre_Camera for Player 1 (Red) over 2.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Enterence for Player 1 (Red) over 4.00 seconds
Wait 5.00 seconds
Wait for (Last played sound) to be 0.30 seconds from finished playing
Camera - Pan camera as necessary for Player 1 (Red) to (Position of Knight Errant 0486 <gen>) over 5.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Trigger - Turn on Dwarven_Units <gen>
Trigger - Turn off (This trigger)
Irish Mob Intro
Events
Unit - A unit enters City_Entrence <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Neutral Passive . Emissary named Gerry O'grady at (Center of City_Entrence <gen>) : Play Irish_Mob_Sound <gen> and display Hello sir. I hear through the grape vine that you're going to assult the city. There's only one way to bring this great place down. Each race has a keystone that thier strongest warrior holds. Find these stones and bring them to the church. Here's a little compensation for all your trouble. . Modify duration: Add 0 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Quest - Create a Required quest titled The fall of Ashala with the description Bring down the great city of Ashala. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a quest requirement for (Last created quest) with the description Gather the races three keystones and bring them to the church. The stones will be held by the various district's strongest warrior.
Quest - Mark (Last created quest) as Discovered
Quest - Create a defeat condition with the description Baron Von Himmelstauss must survive.
Quest - Flash the quest dialog button
Player - Add 1000 to Player 1 (Red) . Current gold
Unit - Remove Emissary 0504 <gen> from the game
Trigger - Turn off (This trigger)
Graveyard
Events
Unit - A unit enters Grave_yard <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Camera - . Apply . gg_cam_Graveyard for Player 1 (Red) over 1.00 seconds
Unit - Order Peasant 0038 <gen> to Move To . (Position of (Triggering unit))
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Neutral Victim . Peasant named Spineless Coward at (Position of (Triggering unit)) : Play U01Peasant15A <gen> and display Help! The undead! . Modify duration: Add 1.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Neutral Victim . Peasant named Spineless Coward at (Position of (Triggering unit)) : Play U01Peasant15C <gen> and display Help! The undead! . Modify duration: Add 0.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 2 (Blue) . Death Knight named Baron Chillspawn at (Center of (Playable map area)) : Play U01Arthas17 <gen> and display Arise my undead minons, in the name of the Litch King. . Modify duration: Add 0 seconds and Wait
Unit - Create 2 Skeletal Marksman for Player 2 (Blue) at (Random point in Grave_yard <gen>) facing (Position of (Triggering unit))
Unit - Create 4 Giant Skeleton Warrior for Player 2 (Blue) at (Random point in Grave_yard <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Burning Archer for Player 2 (Blue) at (Random point in Grave_yard <gen>) facing (Position of (Triggering unit))
Unit - Create a Knight corpse for Player 1 (Red) at (Random point in Church <gen>)
Unit - Create a High Elven Bodyguard corpse for Player 1 (Red) at (Random point in Church <gen>)
Unit - Create a Orish Body Guard corpse for Player 1 (Red) at (Random point in Church <gen>)
Unit - Create 1 Death Knight for Player 2 (Blue) at (Center of Grave_yard <gen>) facing (Position of (Triggering unit))
Hero - Set (Last created unit) Hero-level to 3 , Hide level-up graphics
Unit - Explode Peasant 0038 <gen> .
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Trigger - Turn off (This trigger)
Graveyard Camera
Events
Unit - A unit enters Grave_yard <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Graveyard <gen> is on) Equal to False
Actions
Camera - . Apply . gg_cam_Graveyard for Player 1 (Red) over 1.00 seconds
Leaveing Graveyard
Events
Unit - A unit leaves Grave_yard <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Graveyard <gen> is on) Equal to False
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Watcher Sound
Events
Unit - Warden 0279 <gen> Acquires a target
Conditions
Actions
Sound - Play N05Watcher38 <gen>
Trigger - Turn off (This trigger)
Evil Orcs
Events
Unit - A unit owned by Player 3 (Teal) . Is attacked
Conditions
((Attacking unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
Evil Dwarves
Events
Unit - A unit owned by Player 6 (Orange) . Is attacked
Conditions
((Attacking unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Enemy
Evil Humans
Events
Unit - A unit owned by Player 4 (Purple) . Is attacked
Conditions
((Attacking unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy
Evil Elves
Events
Unit - A unit owned by Player 5 (Yellow) . Is attacked
Conditions
((Attacking unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Enemy
Wizard Units
Events
Unit - Dark Wizard 0359 <gen> Is rescued
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to Player Group - Player 1 (Red) from Dark Wizard 0359 <gen> named Wielder of Darkness. : Play Wizard_Rescue <gen> and display If your going to storm this city you'll need some help. Since I figure your either very powerful, or very stupid, I'll come along. There are some priests up north that might help as well. . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.01 seconds from finished playing
Cinematic - Turn cinematic mode Off for (All players)
Goblin Units
Events
Unit - Goblin 0384 <gen> Is rescued
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to Player Group - Player 1 (Red) from Sapper 0388 <gen> named Snottnose dartflinger : Play Goblin_Rescue_Sound <gen> and display We're so abused, nobody likes us, everybody hates us, guess we'll just go and join you so we can storm the city. Yahhhhh!! . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.01 seconds from finished playing
Cinematic - Turn cinematic mode Off for (All players)
Zoo Enterence
Events
Unit - A unit enters Zoo <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 12 (Brown) . Keeper of the Grove named Zoo Keeper at (Center of Zoo <gen>) : Play Zoo_Keepers <gen> and display Welcome to our Zoo, please leave your donation with the archer on your way out. Beware the wild animals inside. . Modify duration: Add 1.00 seconds and Wait
Wait for (Last played sound) to be 0.10 seconds from finished playing
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 12 (Brown) . Ogre Lord named Captive sapient creatures. at (Center of Zoo <gen>) : Play Ogre_Plea <gen> and display Let us out, please? We'll be your friends. . Modify duration: Add 0.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
Ogre Units
Events
Destructible - Dungeon Gate 4076 <gen> dies
Conditions
Actions
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Sound - Play Zoo_Responce <gen>
Dwarven Units
Events
Unit - A unit enters Dwarven_Slumers <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Cinematic - Send transmission to (All players) from Mountain King 0311 <gen> named Local Milita : Play Dwarven_Slummers <gen> and display We gotten no help from the high 'n mighty church 'n we need to clear the slums of bandits. If ya kill their leader, we'd be happy ta join yur cause. . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.10 seconds from finished playing
Cinematic - Enable user control for (All players) .
Cinematic - Turn cinematic mode Off for (All players)
Quest - Create a Optional quest titled Purgeing the slums with the description Kill the bandit lord terrorizing the slums. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a quest requirement for (Last created quest) with the description Kill the bandit lord and rescue the ligitimate buisnessmen frequenting the slums.
Quest - Mark (Last created quest) as Discovered
Quest - Flash the quest dialog button
Unit - Make Bandit Lord 0119 <gen> Vulnerable
Trigger - Turn off (This trigger)
Dwarven Units 2
Events
Unit - Bandit Lord 0119 <gen> Dies
Conditions
Actions
Quest - Mark (Last created quest) as Completed
Sound - Play Goblin_Rescue_Sound <gen>
Destructible - Make Dungeon Gate 0751 <gen> Vulnerable
Neutral Building - Enable Way Gate 0533 <gen>
Neutral Building - Set Way Gate 0533 <gen> destination to (Center of Waygate_Elf <gen>)
Dwarven Units 3
Events
Unit - A unit enters Dwarven_Slumers <gen>
Conditions
((Last created quest) is completed) Equal to True
Actions
Unit - Rescue Footman 0150 <gen> for Player 1 (Red) and Change color
Unit - Rescue Footman 0147 <gen> for Player 1 (Red) and Change color
Unit - Rescue Mortar Team 0288 <gen> for Player 1 (Red) and Change color
Unit - Rescue Knight 0145 <gen> for Player 1 (Red) and Change color
Unit - Rescue Rifleman 0151 <gen> for Player 1 (Red) and Change color
Unit - Rescue Rifleman 0152 <gen> for Player 1 (Red) and Change color
Unit - Rescue Rifleman 0153 <gen> for Player 1 (Red) and Change color
Unit - Rescue Captain 0289 <gen> for Player 1 (Red) and Change color
Unit - Rescue Footman 0149 <gen> for Player 1 (Red) and Change color
Unit - Rescue Footman 0148 <gen> for Player 1 (Red) and Change color
Unit - Rescue Mountain King 0311 <gen> for Player 1 (Red) and Change color
Cinematic - Send transmission to Player Group - Player 1 (Red) from Mountain King 0311 <gen> named Local Milita : Play Dwarven_Undead_Warning <gen> and display Thanks laddie, we'd apreciate if you helped us with this gate here. We'd like to purge our graveyard of the baddies inside. . Modify duration: Add 0 seconds and Wait
Trigger - Turn off (This trigger)
Undead Units
Events
Destructible - Dungeon Gate 0751 <gen> dies
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Order Knight Errant 0486 <gen> to Move To . (Center of Good_Graveyard <gen>)
Cinematic - Send transmission to Player Group - Player 1 (Red) from Ghoul 0426 <gen> named Carrion Eater : Play Undead_Allies_Sound <gen> and display We wisssh to help you kill the evil elvesss. We feassst on flesssh, yesss? . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.01 seconds from finished playing
Cinematic - Turn cinematic mode Off for (All players)
Neutral Building - Enable Way Gate 0532 <gen>
Neutral Building - Enable Way Gate 0533 <gen>
Neutral Building - Set Way Gate 0533 <gen> destination to (Center of Waygate_Elf <gen>)
Neutral Building - Set Way Gate 0532 <gen> destination to (Center of Waygate_Goblin <gen>)
Dark Elf Units
Events
Destructible - Dungeon Gate 0798 <gen> dies
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to Player Group - Player 1 (Red) from Dark Elf Warlord 0252 <gen> named Dark Elf Warlord : Play Dark_Elf_Rescue <gen> and display You've freed us from our eternal darkness. All the dark elves owe you a great debt my friend. . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.01 seconds from finished playing
Cinematic - Turn cinematic mode Off for (All players)
Human Units
Events
Unit - Jail Cell 0081 <gen> Dies
Conditions
Actions
Unit - Create 2 . Footman for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 2 . Rifleman for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 1 . Knight for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Sound - Play H01VillagerM43 <gen>
Tarun Units
Events
Unit - Bull Pen 0175 <gen> Dies
Conditions
Actions
Unit - Create 2 . Tauren for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 2 . Quillboar Hunter for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 2 . Razormane Medicine Man for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 1 . Razormane Chieftain for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Create 1 . Tauren Chieftain for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
Hero - Set (Last created unit) Hero-level to 4 , Show level-up graphics
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Tauren Chieftain named Freed Prisoner at (Center of (Playable map area)) : Play O06Cairne03 <gen> and display Hello young warchief! . Modify duration: Add 0 seconds and Wait
Wait for (Last played sound) to be 0.01 seconds from finished playing
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Tauren Chieftain named Freed Prisoner at (Center of (Playable map area)) : Play O06Cairne10 <gen> and display My fellow inmates will assist you in your noble goals. As will I! . Modify duration: Add 0 seconds and Wait
Caos Orc Units
Events
Destructible - Dungeon Gate 0968 <gen> dies
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from Orc Warchief 0309 <gen> named Inprisoned Caos Orc : Play O08ChaosOrc18 <gen> and display You've freed us! We shall join in your quest. Caos shall reign! . Modify duration: Add 0 seconds and Wait
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