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Triggers
The Kill Zone B2.w3x
Variables
Extra
Help
Highfly
Leaderboard
Add Kill
Gold
Archer Guild
Unit Selection
Gain Selector1
Gain Selector1 Copy
Gain Selector1 Copy 2
Gain Selector1 Copy 3
Humanarcher
StartSpawn
Spawn
Goblin Gunner
StartSpawn Copy 2
Spawn Copy 2
Panda Archer
StartSpawn Copy 2 Copy
Spawn Copy 2 Copy
Main Buildings
Panda Geomancer
StartSpawn Copy
Spawn Copy
Panda Butcher
StartSpawn Copy Copy
Spawn Copy Copy
Yangdu-Chi Warrior
StartSpawn Copy Copy Copy
Spawn Copy Copy 2
Intro
Intro
Dropbomb
Skip Intro
Skip Intro2
Theives Guild
Gain Selector
Gain Selector 2
Gain Selector 2 Copy
Gain Selector 2 Copy 2
Gain Selector 2 Copy 3
Ninja
StartSpawn Copy 3
Spawn Copy 3
Sword maiden
StartSpawn Copy 3 Copy
Spawn Copy 3 Copy
Goblin Chainsawer
StartSpawn Copy 3 Copy Copy
Spawn Copy 3 Copy Copy
Airfield
Gain Selector
Gain Selector 3
Gain Selector 3 Copy
Gain Selector 3 Copy 2
Gain Selector 3 Copy 3
Jetpacker
StartSpawn Copy 3 Copy Copy 2
Spawn Copy 3 Copy Copy Copy
B-17
StartSpawn Copy 3 Copy Copy 2 Copy
Spawn Copy 3 Copy Copy Copy Copy
Techno Builder
Gain Selector
Gain Selector 4
Gain Selector 4 Copy
Gain Selector 4 Copy 2
Gain Selector 4 Copy 3
Goliath
StartSpawn Copy 3 Copy Copy 3
Spawn Copy 3 Copy Copy Copy 2
Mechanostrider
StartSpawn Copy 3 Copy Copy 3 Copy
Spawn Copy 3 Copy Copy Copy 2 Copy
Modes
Show list
Kill Zone
Kill Zone
Kill Zone Tower start
Kill Zone Tower
Slaughter
Remove1
Remove1 Copy
Remove1 Copy 2
Remove1 Copy 3
Remove1 Copy 4
Remove1 Copy 5
Remove1 Copy 6
Remove1 Copy 7
Hero Selection
Druid
Druid
Druid 2
Troll Auror
Troll Auror
Troll Auror 2
Master Ninja
Master Ninja
Master Ninja2
Other
Visibility
Name
Type
is_array
initial_value
Killarray
integer
Yes
KillZone
button
No
KillZonetimer
timer
No
Modchose
dialog
No
Player_in_beacon
player
No
Selectors
unit
Yes
Slaughter
button
No
Help
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Quest - Create a Optional quest titled Help with the description |cFF00C000How do i win the game?It's simple, just be the last team/player at the map and you'll have your victory.|r---------------------------------------------------------------|cFFFF00FFHow do i make unit spawn?Move your selector in the upper left corner into a circle of power and it'll spawn units at your main building.|r---------------------------------------------------------------|cFF00C0C0How do i get new units?You get 10 gold for every kill. For the gold you can buy four different types of "selectors":- Archer Guild 400 gold-Thieves Guild 450 gold- Airfield 1000 gold- Techno 800 goldWhen you have bought one of these selectors you have to move that selector to a circle of power nearby an airfield, archer guild, thieves guild or a techno builder. When you have done that you'll get another selector at upper region of the map. Move that selector to a circle of power and you'll get a new unit.|r|cFFFF0000NOTE: You can only spawn one unit at the time|r , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Highfly
Events
Time - Elapsed game time is 0.90 seconds
Conditions
Actions
Animation - Change Goblin Jetpack 0080 <gen> flying height to 200.00 at 100.00
Animation - Change B-17 Bomber 0076 <gen> flying height to 200.00 at 100.00
Animation - Change B-17 Bomber 0096 <gen> flying height to 150.00 at 100.00
Leaderboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
-------- Begin Leaderboard --------
Leaderboard - Create a leaderboard for (All players) titled Player Name - Score
Leaderboard - Change the display style for (Last created leaderboard) to Show the title, Show labels, Show values, and Show icons
Player Group - Pick every player in (All players) and do (If (((Picked player) slot status) Equal to Is playing) then do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0) else do (Do nothing))
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Leaderboard - Show (Last created leaderboard)
For each (Integer A) from 1 to 12 , do (Set VariableSet Killarray[0] = "0")
-------- End Leaderboard --------
Add Kill
Events
Unit - A unit Dies
Conditions
(((Triggering unit) belongs to an enemy of (Owner of (Killing unit)).) Equal to True) and (((Triggering unit) is A structure) Equal to False)
Actions
Set Variable Set Killarray[(Player number of (Owner of (Killing unit)))] = (Killarray[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Killarray[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Wait 2 seconds
Unit - Remove (Dying unit) from the game
Gold
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 10 to (Owner of (Killing unit)) . Current gold
Gain Selector1
Events
Unit - A unit enters Archer_guild_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Archer Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Archerspawn <gen>) facing Default building facing degrees
Gain Selector1 Copy
Events
Unit - A unit enters Archer_Guild_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Archer Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Archerspawn <gen>) facing Default building facing degrees
Gain Selector1 Copy 2
Events
Unit - A unit enters Archer_Guild_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Archer Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Archerspawn <gen>) facing Default building facing degrees
Gain Selector1 Copy 3
Events
Unit - A unit enters Player8main <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Archer Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Archerspawn <gen>) facing Default building facing degrees
StartSpawn
Events
Unit - A unit enters Humanarcher <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 2
Events
Unit - A unit enters Goblingunner <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 2
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Humanarcher <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Human Archer for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 2 Copy
Events
Unit - A unit enters Pandaracher <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 2 Copy
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblingunner <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Gunner for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandaracher <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Kuichu Archer for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy
Events
Unit - A unit enters PandaGeo <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(PandaGeo <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Geomancer for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy Copy
Events
Unit - A unit enters Pandabutcher <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy Copy
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Pandabutcher <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Butcher for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy Copy Copy
Events
Unit - A unit enters Yangduchiwarrior <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy Copy 2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Yangduchiwarrior <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Yangdu-Chi Warrior for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
Intro
Events
Time - Elapsed game time is 9.50 seconds
Conditions
Actions
Wait 0.50 seconds
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out and back in over 2 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera1 for (Picked player) over 0 seconds)
Game - Display to (All players) for 8.00 seconds the text: |cff87ceeb A Clan CBS Map
Wait 8.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera2 for (Picked player) over 5.00 seconds)
Wait 8.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera3 for (Picked player) over 3.00 seconds)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera3 for (Picked player) over 1.00 seconds)
Cinematic - Send transmission to (All players) from a Neutral Passive . Ninja named The Kill Zone at (Center of (Playable map area)) : Play No sound and display Welcome to the Kill Zone. If you own the Kill Zone Tower all your friendly units will get the Kill Zone Boost until you lose the control of the tower. . Modify duration: Add 8.00 seconds and Wait
Wait 8.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera4 for (Picked player) over 2.00 seconds)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera5 for (Picked player) over 4.00 seconds)
Wait 3.90 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_6 for (Picked player) over 4.00 seconds)
Wait 3.90 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera7 for (Picked player) over 4.00 seconds)
Wait 4.20 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera8 for (Picked player) over 5.00 seconds)
Wait 1.00 seconds
Unit - Order Terran Goliath 0125 <gen> to Attack . Goblin Chainsaw 0126 <gen>
Wait 4.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Passive . Ninja named How to win the map at (Center of (Playable map area)) : Play No sound and display There is just one way to win the map right now. You have to be the only team/player at the map. There will come another mod in later versions of the game. . Modify duration: Add 8.00 seconds and Wait
Wait 3.00 seconds
Animation - Play Geomancer 0127 <gen> 's spell animation
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Geomancer 0127 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Wait 1.00 seconds
Special Effect - Create a special effect at (Center of Camera8 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Wait 0.25 seconds
Unit - Explode Terran Goliath 0125 <gen> .
Wait 4.00 seconds
Unit - Hide Goblin Chainsaw 0126 <gen>
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera9 for (Picked player) over 5.00 seconds)
Unit - Order B-17 Bomber 0096 <gen> to Move To . (Center of Camera9 <gen>)
Wait 5.00 seconds
Special Effect - Create a special effect at (Center of Camera8 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Wait 8.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera1 for (Picked player) over 9.00 seconds)
Wait 5.00 seconds
Game - Display to (All players) for 6.00 seconds the text: |cff87ceeb Let The War Begin
Wait 6.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Sound - Play applaus <gen>
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_011 for (Picked player) over 1.00 seconds)
Game - Display to (All players) for 10.00 seconds the text: |cFFFF0000Press F9 if you need help.
Unit - Remove Geomancer 0127 <gen> from the game
Unit - Remove Goblin Chainsaw 0126 <gen> from the game
Dropbomb
Events
Unit - A unit enters Camera9 <gen>
Conditions
(Triggering unit) Equal to B-17 Bomber 0096 <gen>
Actions
Unit - Order B-17 Bomber 0096 <gen> to Attack Ground . (Center of Camera9 <gen>)
Wait 0.43 seconds
Special Effect - Create a special effect at (Center of Camera9 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Unit - Order B-17 Bomber 0096 <gen> to Move To . (Center of Camera9b <gen>)
Wait 4.00 seconds
Unit - Remove B-17 Bomber 0096 <gen> from the game
Trigger - Turn off (This trigger)
Skip Intro
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Player 1 has to type "-skip" within 10 seconds if you don't want to watch the intro.
Skip Intro2
Events
Player - Player 1 (Red) types a chat message containing -Skip (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Intro <gen>
Wait 1.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_011 for (Picked player) over 1.00 seconds)
Game - Display to (All players) for 10.00 seconds the text: Player 1 has chosen to not watch the intro. |cFFFF0000Press F9 if you need help.|r
Gain Selector 2
Events
Unit - A unit enters Archer_guild_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Thieves Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Thieves_spawn <gen>) facing Default building facing degrees
Gain Selector 2 Copy
Events
Unit - A unit enters Archer_Guild_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Thieves Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Thieves_spawn <gen>) facing Default building facing degrees
Gain Selector 2 Copy 2
Events
Unit - A unit enters Archer_Guild_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Thieves Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Thieves_spawn <gen>) facing Default building facing degrees
Gain Selector 2 Copy 3
Events
Unit - A unit enters Archer_guild_4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Thieves Guild Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Thieves_spawn <gen>) facing Default building facing degrees
StartSpawn Copy 3
Events
Unit - A unit enters Ninja <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ninja <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Ninja for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 3 Copy
Events
Unit - A unit enters Swordmaiden <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swordmaiden <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Sword Maiden for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 3 Copy Copy
Events
Unit - A unit enters GoblinChainsaw <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy Copy
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GoblinChainsaw <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Chainsaw for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
Gain Selector 3
Events
Unit - A unit enters Archer_guild_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Airfield Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Airfieldspawn <gen>) facing Default building facing degrees
Gain Selector 3 Copy
Events
Unit - A unit enters Archer_Guild_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Airfield Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Airfieldspawn <gen>) facing Default building facing degrees
Gain Selector 3 Copy 2
Events
Unit - A unit enters Archer_Guild_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Airfield Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Airfieldspawn <gen>) facing Default building facing degrees
Gain Selector 3 Copy 3
Events
Unit - A unit enters Archer_guild_4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Airfield Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Airfieldspawn <gen>) facing Default building facing degrees
StartSpawn Copy 3 Copy Copy 2
Events
Unit - A unit enters Goblin_Jetpack <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy Copy Copy
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goblin_Jetpack <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Goblin Jetpack for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 3 Copy Copy 2 Copy
Events
Unit - A unit enters B17 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy Copy Copy Copy
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(B17 <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . B-17 Bomber for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
Gain Selector 4
Events
Unit - A unit enters Archer_guild_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Techno Builder Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Technospawn <gen>) facing Default building facing degrees
Gain Selector 4 Copy
Events
Unit - A unit enters Archer_Guild_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Techno Builder Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Technospawn <gen>) facing Default building facing degrees
Gain Selector 4 Copy 2
Events
Unit - A unit enters Archer_Guild_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Techno Builder Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Technospawn <gen>) facing Default building facing degrees
Gain Selector 4 Copy 3
Events
Unit - A unit enters Archer_guild_4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Techno Builder Selector
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Selector for (Owner of (Triggering unit)) at (Center of Technospawn <gen>) facing Default building facing degrees
StartSpawn Copy 3 Copy Copy 3
Events
Unit - A unit enters Goliath <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy Copy Copy 2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Goliath <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Terran Goliath for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
StartSpawn Copy 3 Copy Copy 3 Copy
Events
Unit - A unit enters Mechanostrider <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Selector
Actions
Set Variable Set Selectors[(Integer((Real((Player number of (Owner of (Triggering unit)))))))] = (Triggering unit)
Spawn Copy 3 Copy Copy Copy 2 Copy
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[1]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 1 (Red) at (Center of Player1main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[2]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 2 (Blue) at (Center of Player2main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[3]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 3 (Teal) at (Center of Player3main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[4]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 4 (Purple) at (Center of Player4main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[5]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 5 (Yellow) at (Center of Player5main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[6]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 6 (Orange) at (Center of Player6main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[7]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 7 (Green) at (Center of Player7main <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanostrider <gen> contains Selectors[8]) Equal to True
Then - Actions
Unit - Create 1 . Mechano Goblin for Player 8 (Pink) at (Center of Player8main <gen>) facing Default building facing degrees
Else - Actions
Show list
Events
Time - Elapsed game time is 83.00 seconds
Conditions
Actions
Dialog - Change the title of Modchose to Modes
Dialog - Create a dialog button for Modchose labelled Modes
Set Variable Set KillZone = (Last created dialog Button)
Dialog - Create a dialog button for Modchose labelled Slaughter
Set Variable Set Slaughter = (Last created dialog Button)
Dialog - Show Modchose for Player 1 (Red)
Kill Zone
Events
Dialog - A dialog button is clicked for Modchose
Conditions
(Clicked dialog button) Equal to KillZone
Actions
Game - Display to (All players) the text: Player 1 has chosen Kill Zone, if you need help press F9.
Trigger - Turn on (This trigger)
Kill Zone Tower start
Events
Unit - A unit comes within 150.00 of Kill Zone Tower 0002 <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 2 (Blue))
Actions
Countdown Timer - Destroy (Last created timer window)
Wait 1.00 seconds
Countdown Timer - Create a timer window for KillZonetimer with title Kill Zone
Countdown Timer - Start KillZonetimer as a One-shot timer that will expire in 600.00 seconds
Countdown Timer - Show (Last created timer window)
Kill Zone Tower
Events
Unit - A unit comes within 150.00 of Kill Zone Tower 0002 <gen>
Unit - Kill Zone Tower 0002 <gen> Changes owner
Conditions
Actions
Wait 5.00 seconds
Unit - Change ownership of Kill Zone Tower 0002 <gen> to (Owner of (Triggering unit)) and Change color
Remove1
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 1 (Red) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 2 (Blue) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 2
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 3 (Teal) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 3
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 4 (Purple) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 4
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 5 (Yellow) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 5
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 6 (Orange) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 6
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 7 (Green) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Remove1 Copy 7
Events
Time - Every 2 seconds of game time
Conditions
(All units of (Units owned by Player 8 (Pink) of type Main Building) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Kill (Picked unit))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Druid
Events
Unit - A unit enters Druid1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Druid for (Owner of (Triggering unit)) at (Center of KillZonetoer <gen>) facing Default building facing degrees
Camera - . Apply . gg_cam_Camera10 for (Owner of (Triggering unit)) over 0 seconds
Druid 2
Events
Unit - A unit enters Druid2 <gen>
Conditions
Actions
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) the text: |cFF7777CDDruid|r|cFFFF0000Druid ReincarnationTranceHealing HandOwl Bear Form|r
Troll Auror
Events
Unit - A unit enters Troll_Auror1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Troll Auror for (Owner of (Triggering unit)) at (Center of KillZonetoer <gen>) facing Default building facing degrees
Camera - . Apply . gg_cam_Camera10 for (Owner of (Triggering unit)) over 0 seconds
Troll Auror 2
Events
Unit - A unit enters Troll_Auror2 <gen>
Conditions
Actions
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) the text: |cFF7777CDTroll Auror|r|cFFFF0000Damage AuraReviveLife Drain AuraPeyoté Aura|r
Master Ninja
Events
Unit - A unit enters Master_Ninja1 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Master Ninja for (Owner of (Triggering unit)) at (Center of KillZonetoer <gen>) facing Default building facing degrees
Camera - . Apply . gg_cam_Camera10 for (Owner of (Triggering unit)) over 0 seconds
Master Ninja2
Events
Unit - A unit enters Master_Ninja2 <gen>
Conditions
Actions
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) the text: |cFF7777CDMaster Ninja|r|cFFFF0000BackstabShurikenCritical StrikeShuriken Wave|r
Visibility
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Heroselection <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Heroselection <gen>
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