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Triggers
The Most Random Map Ever.w3x
Variables
Everything
Initialize
Main Cinematic start 1
Main Cinematic part2
Main Cinematic part3
Main Cinematic part4
Ticker
Ticker Go down
sheep1
sheep2
sheep3
sheep4
sheep5
sheep6
sheep7
sheep8
Pink Sheep
Castle Create
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
Castles
unit
Yes
Jim
unit
No
Repair1
sound
No
Repair2
sound
No
sheep
unit
Yes
sheepcount
integer
No
Text
texttag
No
Ticker
integer
No
86
timer
timer
Yes
Initialize
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Environment - Set sky to Generic Sky
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Ally
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally
Player - Make Player 12 (Brown) treat Player 12 (Brown) as an Ally
Main Cinematic start 1
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Camera - . Apply . gg_cam_Starter for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Starter for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Starter for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Starter for Player 4 (Purple) over 0 seconds
Wait 0.10 seconds
Sound - Play SentinelsGlueScreen <gen>
Sound - Reset all volume channels to 100%
Wait 2.00 seconds
Sound - Play DaybreakRooster <gen>
Wait 3.00 seconds
Unit - Order Peasant 0001 <gen> to Human Peasant - Repair . Farm 0000 <gen>
Floating Text - Create floating text that reads (Building: + ((String(Ticker)) + %)) above Farm 0000 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Set Variable Set Text = (Last created floating text)
Camera - . Apply . gg_cam_Main_Closeup for Player 1 (Red) over 3.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 2 (Blue) over 3.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 3 (Teal) over 3.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 4 (Purple) over 3.00 seconds
Wait 1.00 seconds
Trigger - Turn on Ticker <gen>
Wait 1.00 seconds
Sound - Stop SentinelsGlueScreen <gen> After fading
Sound - Play BuildingConstruction <gen>
Wait 7.00 seconds
Unit - Order High Elf 0002 <gen> to Move To . (Center of Wife_move <gen>)
Wait 3.50 seconds
Trigger - Turn off Ticker <gen>
Animation - Lock High Elf 0002 <gen> 's Head to face Peasant 0001 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display BOO!! . Modify duration: Subtract 4.00 seconds and Don't wait
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of High Elf 0002 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Wait 0.40 seconds
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play PeasantWarcry1 <gen> and display Ahh! . Modify duration: Subtract 4.00 seconds and Don't wait
Unit - Order Peasant 0001 <gen> to Move To . (Center of Peasant_Scared <gen>)
Wait 0.50 seconds
Special Effect - Destroy (Last created special effect)
Wait 0.50 seconds
Unit - Make Peasant 0001 <gen> face High Elf 0002 <gen> over 0.50 seconds
Animation - Lock Peasant 0001 <gen> 's Head to face High Elf 0002 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display Jesus Christ woman! Where the F*** did you come from!? . Modify duration: Subtract 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display Woooahututututtotototo! . Modify duration: Add 0 seconds and Don't wait
Wait 2.00 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0022 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0023 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0029 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0024 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0025 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0007 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0008 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0009 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0010 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0011 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0012 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0013 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0028 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0014 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0027 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0015 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0026 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0016 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0030 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0017 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0018 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0019 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0020 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Zigh Elf 0021 <gen> , offset by ( 0 , 0 , 90 )
Wait 0.05 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Peasant 0001 <gen> , offset by ( 0 , 0 , 90 )
Wait 1.50 seconds
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display Umm...okayy.... . Modify duration: Add 0 seconds and Don't wait
Animation - Play Peasant 0001 <gen> 's stand - 4 animation
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display ...*ahem* I came from those bushes over there! . Modify duration: Subtract 1.00 seconds and Don't wait
Animation - Reset High Elf 0002 <gen> 's body-part facing
Unit - Make High Elf 0002 <gen> face (Center of Bushes <gen>) over 2.00 seconds
Wait 4.00 seconds
Unit - Make High Elf 0002 <gen> face Peasant 0001 <gen> over 1.00 seconds
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display Anywhoo.., honey, are you almost done? . Modify duration: Subtract 1.00 seconds and Wait
Animation - Lock Peasant 0001 <gen> 's Head to face Farm 0000 <gen> , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display Fuckin...yea...almost done the.. fuckin house.... . Modify duration: Add 0 seconds and Wait
Unit - Order Peasant 0001 <gen> to Move To . (Center of Peasant_Origin <gen>)
Wait 1.00 seconds
Unit - Make Peasant 0001 <gen> face Farm 0000 <gen> over 0.50 seconds
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display Now....where was I... . Modify duration: Add 0.00 seconds and Don't wait
Wait 3.00 seconds
Unit - Order Peasant 0001 <gen> to Human Peasant - Repair . Farm 0000 <gen>
Trigger - Run Main_Cinematic_part2 <gen> (checking conditions)
Trigger - Turn off (This trigger)
Main Cinematic part2
Events
Conditions
Actions
Trigger - Turn on Ticker <gen>
Wait until (Ticker Equal to 96) , checking every 0.50 seconds
Set Variable Set Ticker = "91"
Wait 1.50 game-time seconds
Trigger - Turn off Ticker <gen>
Trigger - Turn on Ticker_Go_down <gen>
Wait 4.50 game-time seconds
Trigger - Turn off Ticker_Go_down <gen>
Trigger - Turn on Ticker <gen>
Wait until (Ticker Equal to 97) , checking every 0.50 seconds
Trigger - Turn on Ticker_Go_down <gen>
Trigger - Turn off Ticker <gen>
Wait 1.50 game-time seconds
Trigger - Turn off Ticker_Go_down <gen>
Trigger - Turn on Ticker <gen>
Wait until (Ticker Equal to 100) , checking every 0.50 seconds
Trigger - Turn off Ticker <gen>
Floating Text - Change text of Text to Jobs Done! using font size 10
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Farm 0000 <gen> using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Farm 0000 <gen> using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Order Peasant 0001 <gen> to Stop .
Sound - Play QuestCompleted <gen>
Wait 5.00 seconds
Sound - Play PeasantBuildingComplete1 <gen>
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display *claps* Yayy!! Now we finally have a house that's the size of us!! . Modify duration: Add 0 seconds and Wait
Sound - Play FlashBackHalfSecondSecond <gen>
Cinematic - Fade out and back in over 4.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Trigger - Run Main_Cinematic_part3 <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
Main Cinematic part3
Events
Conditions
Actions
Trigger - Run Castle_Create <gen> (checking conditions)
Camera - . Apply . gg_cam_Lookout for Player 1 (Red) over 3.00 seconds
Camera - . Apply . gg_cam_Lookout for Player 2 (Blue) over 3.00 seconds
Camera - . Apply . gg_cam_Lookout for Player 3 (Teal) over 3.00 seconds
Camera - . Apply . gg_cam_Lookout for Player 4 (Purple) over 3.00 seconds
Wait 4.00 seconds
Sound - Play FlashBack1Second <gen>
Cinematic - Fade out and back in over 2.00 seconds using texture Diagonal Slash and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 4.00 game-time seconds
Cinematic - Fade out and back in over 4.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Camera - . Apply . gg_cam_Zoom_Out for Player 1 (Red) over 4.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 2 (Blue) over 4.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 3 (Teal) over 4.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 4 (Purple) over 4.00 seconds
Wait 3.00 seconds
Animation - Reset High Elf 0002 <gen> 's body-part facing
Unit - Order High Elf 0002 <gen> to Move To . (Center of Lady_move <gen>)
Unit - Order Peasant 0001 <gen> to Move To . (Center of guymove <gen>)
Wait 2.00 seconds
Unit - Make High Elf 0002 <gen> face (Center of Create_Castle <gen>) over 0.50 seconds
Unit - Make Peasant 0001 <gen> face (Center of Create_Castle <gen>) over 0.50 seconds
Sound - Play FrostmourneLoopUndead01 <gen>
Wait 5.00 seconds
Animation - Lock High Elf 0002 <gen> 's Head to face Castles[2] , offset by ( 0 , 0 , 90 )
Animation - Lock Peasant 0001 <gen> 's Head to face Castles[6] , offset by ( 0 , 0 , 90 )
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display Errr...are those.... . Modify duration: Subtract 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display ...miniture flying castles? Yes. Yes, I think so.. . Modify duration: Subtract 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display ...Are they supposed to do that? . Modify duration: Subtract 1.00 seconds and Don't wait
Wait 4.00 seconds
Cinematic - Send transmission to (All players) from High Elf 0002 <gen> named Wife : Play No sound and display No...No, I don't think so......RUN!!!! . Modify duration: Subtract 1.00 seconds and Don't wait
Wait 3.00 seconds
Trigger - Turn on sheep1 <gen>
Trigger - Run sheep1 <gen> (checking conditions)
Wait 0.70 seconds
Trigger - Turn on sheep2 <gen>
Trigger - Run sheep2 <gen> (checking conditions)
Animation - Reset High Elf 0002 <gen> 's body-part facing
Unit - Order Peasant 0001 <gen> to Patrol To . (Center of Peasant_Scared <gen>)
Unit - Order High Elf 0002 <gen> to Patrol To . (Center of Peasant_move <gen>)
Wait 0.70 seconds
Trigger - Turn on sheep3 <gen>
Trigger - Run sheep3 <gen> (checking conditions)
Camera - Shake the camera for Player 1 (Red) with magnitude 5.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 5.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 5.00
Wait 0.70 seconds
Trigger - Turn on sheep4 <gen>
Trigger - Run sheep4 <gen> (checking conditions)
Wait 0.70 seconds
Trigger - Turn on sheep5 <gen>
Trigger - Run sheep5 <gen> (checking conditions)
Wait 0.70 seconds
Trigger - Turn on sheep6 <gen>
Trigger - Run sheep6 <gen> (checking conditions)
Wait 0.70 seconds
Trigger - Turn on sheep7 <gen>
Trigger - Run sheep7 <gen> (checking conditions)
Wait 0.70 seconds
Trigger - Turn on sheep8 <gen>
Trigger - Run sheep8 <gen> (checking conditions)
Game - Turn the day/night cycle On
Game - Set time of day speed to 1500.00 % of the default speed
Wait until ((In-game time of day) Greater than or equal to 23.00) , checking every 0.10 seconds
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display WHY IS IT SUDDENLY NIGHT!?!? . Modify duration: Add 0 seconds and Don't wait
Game - Turn the day/night cycle Off
Wait 5.00 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Trigger - Turn off sheep1 <gen>
Trigger - Turn off sheep2 <gen>
Trigger - Turn off sheep3 <gen>
Trigger - Turn off sheep4 <gen>
Trigger - Turn off sheep5 <gen>
Trigger - Turn off sheep6 <gen>
Trigger - Turn off sheep7 <gen>
Trigger - Turn off sheep8 <gen>
Trigger - Run Main_Cinematic_part4 <gen> (checking conditions)
Trigger - Turn off (This trigger)
Main Cinematic part4
Events
Conditions
Actions
Wait 5.00 seconds
Unit - Order Peasant 0001 <gen> to Stop .
Unit - Order High Elf 0002 <gen> to Stop .
Unit Group - Pick every unit in (Units of type Flying Sheep!!) and do (Remove (Picked unit) from the game)
Wait 2 seconds
Cinematic - Send transmission to (All players) from Peasant 0001 <gen> named Rick : Play No sound and display That wasn't so bad... . Modify duration: Subtract 1.00 seconds and Wait
Camera - . Apply . gg_cam_Heroes_out for Player 1 (Red) over 0.50 seconds
Sound - Stop FrostmourneLoopUndead01 <gen> After fading
Wait 3.00 seconds
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of Region_009_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Wife_move <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of Region_016_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Lady_move <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of Region_013_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Peasant_move <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of Region_014_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Region_012_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of guymove <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Region_011_Copy <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Sheep corpse for Neutral Passive at (Center of Peasant_Scared <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Sheep corpse for Neutral Passive at (Center of Region_015_Copy <gen>) facing (Random angle) degrees
Wait 2.00 seconds
Camera - . Apply . gg_cam_Heroes_Copy for Player 1 (Red) over 5.00 seconds
Camera - . Apply . gg_cam_Heroes_Copy for Player 2 (Blue) over 5.00 seconds
Camera - . Apply . gg_cam_Heroes_Copy for Player 3 (Teal) over 5.00 seconds
Camera - . Apply . gg_cam_Heroes_Copy for Player 4 (Purple) over 5.00 seconds
Wait 6.00 seconds
Camera - . Apply . gg_cam_Heroes for Player 1 (Red) over 10.00 seconds
Camera - . Apply . gg_cam_Heroes for Player 2 (Blue) over 10.00 seconds
Camera - . Apply . gg_cam_Heroes for Player 3 (Teal) over 10.00 seconds
Camera - . Apply . gg_cam_Heroes for Player 4 (Purple) over 10.00 seconds
Wait 2 seconds
Cinematic - Send transmission to (All players) from Hobo 0033 <gen> named Random Hobo : Play No sound and display ...Pink Sheep now, right?... . Modify duration: Subtract 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from Admin Gloomfrost 0032 <gen> named Admin Gloomfrost's Raccoon : Play No sound and display ...Yup.... . Modify duration: Subtract 1.00 seconds and Wait
Wait 3.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 1 (Red) over 1.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 2 (Blue) over 1.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 3 (Teal) over 1.00 seconds
Camera - . Apply . gg_cam_Main_Closeup for Player 4 (Purple) over 1.00 seconds
Wait 5.00 seconds
Trigger - Run Pink_Sheep <gen> (checking conditions)
Wait 25.00 seconds
Game - Turn the day/night cycle On
Game - Set time of day speed to 5000.00 % of the default speed
Sound - Stop the currently playing music theme
Unit - Create 1 . Jim for Player 4 (Purple) at (Center of Create_Jim <gen>) facing Default building facing degrees
Set Variable Set Jim = (Last created unit)
Camera - . Apply . gg_cam_Tracker for Player 1 (Red) over 5.00 seconds
Camera - . Apply . gg_cam_Tracker for Player 2 (Blue) over 5.00 seconds
Camera - . Apply . gg_cam_Tracker for Player 3 (Teal) over 5.00 seconds
Camera - . Apply . gg_cam_Tracker for Player 4 (Purple) over 5.00 seconds
Cinematic - Fade out and back in over 3.00 seconds using texture White Mask and color ( 50.00 %, 100.00 %, 100.00 %) with 0 % transparency
Unit - Create a permanent Fleshy Peasant corpse for Player 9 (Gray) at (Position of Peasant 0001 <gen>) facing (Random angle) degrees
Unit - Remove Peasant 0001 <gen> from the game
Wait 1.50 game-time seconds
Floating Text - Destroy Text
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Wait 3.25 seconds
Unit - Order Jim to Move To . (Center of Lake <gen>)
Wait 2.00 seconds
Unit Group - Pick every unit in (Units of type Flying Castle) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units of type ShadowCastle) and do (Remove (Picked unit) from the game)
Camera - Lock camera target for Player 1 (Red) to Jim , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Jim , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Jim , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Jim , offset by ( 0 , 0 ) using Default rotation
Wait 2 seconds
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display La-la-la-la-la.... . Modify duration: Subtract 2.00 seconds and Don't wait
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display Hmm.... I think I should go visit Rick and his Wife today... . Modify duration: Add 0.00 seconds and Don't wait
Wait 4.00 seconds
Unit - Order Jim to Move To . (Center of Jim_move <gen>)
Wait until ((Jim_move <gen> contains Jim) Equal to True) , checking every 1 seconds
Wait 2 seconds
Camera - Stop the camera for Player 1 (Red) .
Camera - Stop the camera for Player 2 (Blue) .
Camera - Stop the camera for Player 3 (Teal) .
Camera - Stop the camera for Player 4 (Purple) .
Camera - . Apply . gg_cam_Final_Scene for Player 1 (Red) over 1.00 seconds
Camera - . Apply . gg_cam_Final_Scene for Player 2 (Blue) over 1.00 seconds
Camera - . Apply . gg_cam_Final_Scene for Player 3 (Teal) over 1.00 seconds
Camera - . Apply . gg_cam_Final_Scene for Player 4 (Purple) over 1.00 seconds
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display Oh God....what happened here!? . Modify duration: Subtract 1.00 seconds and Wait
Unit - Order Jim to Move To . (Center of Region_016_Copy <gen>)
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display RIIICKK!!!! NOOoOooOo... . Modify duration: Subtract 1.00 seconds and Wait
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display This can only mean one thing... . Modify duration: Add 0.00 seconds and Wait
Cinematic - Send transmission to (All players) from Jim named Jim : Play No sound and display TO AARRMSS!!! . Modify duration: Add 0.00 seconds and Don't wait
Sound - Play FootmanYesAttack3 <gen> at 100 % volume, attached to Jim
Unit - Order Jim to Move To . (Center of Peasant_Origin <gen>)
Wait until ((Peasant_Origin <gen> contains Jim) Equal to True) , checking every 1 seconds
Unit - Make Jim face Farm 0000 <gen> over 0 seconds
Unit - Replace Jim with a Footman using The old unit's relative life and mana
Set Variable Set Jim = (Last replaced unit)
Camera - . Apply . gg_cam_Zoom_Out for Player 1 (Red) over 2.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 2 (Blue) over 2.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 3 (Teal) over 2.00 seconds
Camera - . Apply . gg_cam_Zoom_Out for Player 4 (Purple) over 2.00 seconds
Wait 1.00 seconds
Unit - Order Jim to Move To . (Center of Final_Jim_Move <gen>)
Wait until ((Final_Jim_Move <gen> contains Jim) Equal to True) , checking every 0.50 seconds
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Jim named Footman Jim : Play No sound and display This.....isn't over! . Modify duration: Add 0.00 seconds and Wait
Wait 3.00 seconds
Cinematic - Fade out over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 8.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 2.00 seconds
Wait 1.00 seconds
Game - Display to (All players) the text: (Total Number of Sheep exploded: + (String(sheepcount)))
Game - Display to (All players) the text: Total runtime: 5:11min (311 seconds)
Game - Display to (All players) the text: Thanks for watching ;)-Gloomfrost
Wait 5.00 seconds
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Enable user control for (All players) .
Cinematic - Turn cinematic mode Off for (All players)
Ticker
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Set Variable Set Ticker = (Ticker + 1)
Floating Text - Change text of Text to (Building: + ((String(Ticker)) + %)) using font size 10
Sound - Play BattleNetTick <gen>
Ticker Go down
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Set Variable Set Ticker = (Ticker - 1)
Floating Text - Change text of Text to (Building: + ((String(Ticker)) + %)) using font size 10
Sound - Play BattleNetTick <gen>
sheep1
Events
Time - timer[1] expires
Conditions
Actions
Countdown Timer - Start timer[1] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[1]) facing Default building facing degrees
Set Variable Set sheep[1] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[1]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[1] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[1] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[1] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[1] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[1] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[1] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[1] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[1] using Abilities\Weapons\FragDriller\FragDriller.mdl
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[1]
Set Variable Set sheepcount = (sheepcount + 1)
sheep2
Events
Time - timer[2] expires
Conditions
Actions
Countdown Timer - Start timer[2] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[2]) facing Default building facing degrees
Set Variable Set sheep[2] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[2]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[2] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[2] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[2] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[2] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[2] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[2] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[2] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[2] using Abilities\Weapons\FragDriller\FragDriller.mdl
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[2]
Set Variable Set sheepcount = (sheepcount + 1)
sheep3
Events
Time - timer[3] expires
Conditions
Actions
Countdown Timer - Start timer[3] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[3]) facing Default building facing degrees
Set Variable Set sheep[3] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[3]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[3] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[3] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[3] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[3] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[3] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[3] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[3] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[3] using Abilities\Weapons\FragDriller\FragDriller.mdl
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[3]
Set Variable Set sheepcount = (sheepcount + 1)
sheep4
Events
Time - timer[4] expires
Conditions
Actions
Countdown Timer - Start timer[4] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[4]) facing Default building facing degrees
Set Variable Set sheep[4] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[4]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[4] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[4] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[4] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[4] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[4] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[4] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[4] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[4] using Abilities\Weapons\FragDriller\FragDriller.mdl
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[4]
Set Variable Set sheepcount = (sheepcount + 1)
sheep5
Events
Time - timer[5] expires
Conditions
Actions
Countdown Timer - Start timer[5] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[5]) facing Default building facing degrees
Set Variable Set sheep[5] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[5]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[5] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[5] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[5] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[5] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[5] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[5] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[5] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[5] using Abilities\Weapons\FragDriller\FragDriller.mdl
Set Variable Set sheepcount = (sheepcount + 1)
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[5]
sheep6
Events
Time - timer[6] expires
Conditions
Actions
Countdown Timer - Start timer[6] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[6]) facing Default building facing degrees
Set Variable Set sheep[6] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[6]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[6] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[6] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[6] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[6] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[6] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[6] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[6] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[6] using Abilities\Weapons\FragDriller\FragDriller.mdl
Set Variable Set sheepcount = (sheepcount + 1)
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[6]
sheep7
Events
Time - timer[7] expires
Conditions
Actions
Countdown Timer - Start timer[7] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[7]) facing Default building facing degrees
Set Variable Set sheep[7] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[7]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[7] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[7] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[7] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[7] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[7] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[7] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[7] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[7] using Abilities\Weapons\FragDriller\FragDriller.mdl
Set Variable Set sheepcount = (sheepcount + 1)
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[7]
sheep8
Events
Time - timer[8] expires
Conditions
Actions
Countdown Timer - Start timer[8] as a Repeating timer that will expire in 1.15 seconds
Unit - Create 1 . Flying Sheep!! for Neutral Passive at (Position of Castles[8]) facing Default building facing degrees
Set Variable Set sheep[8] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[8]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[8] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Animation - Change sheep[8] flying height to -260.00 at 260.00
Wait 0.75 game-time seconds
Unit - Explode sheep[8] .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[8] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[8] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[8] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[8] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[8] using Abilities\Weapons\FragDriller\FragDriller.mdl
Sound - Play SheepDeath <gen> at 100 % volume, attached to sheep[8]
Set Variable Set sheepcount = (sheepcount + 1)
Pink Sheep
Events
Conditions
Actions
Unit - Create 1 . Fat Flying Sheep for Neutral Passive at (Position of Castles[7]) facing Default building facing degrees
Set Variable Set sheep[10] = (Last created unit)
Sound - Play Sheep1 <gen> at 100 % volume, attached to sheep[10]
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[10] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Animation - Change sheep[10] flying height to -260.00 at 40.00
Wait 7.50 game-time seconds
Unit - Explode sheep[10] .
Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 10.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 10.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 10.00
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Weapons\FragDriller\FragDriller.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Weapons\Rifle\RifleImpact.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Other\Cleave\CleaveDamageTarget.mdl
Special Effect - Create a special effect at (Center of Region_015_Copy <gen>) using Abilities\Spells\Undead\PlagueCloud\PlagueCloudCaster.mdl
Wait 0.50 seconds
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of sheep[10] using Abilities\Spells\Other\BreathOfFire\BreathOfFireMissile.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Units\Undead\Abomination\AbominationExplosion.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of sheep[10] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Sound - Play MortarImpact <gen> at 100 % volume, attached to sheep[10]
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Unit - Kill Peasant 0001 <gen>
Unit - Set life of Farm 0000 <gen> to 2.00
Unit - Kill High Elf 0002 <gen>
Destructible - Kill Crates 0528 <gen>
Destructible - Kill Barrel 0522 <gen>
Destructible - Kill Barrel 0523 <gen>
Destructible - Kill Barrel 0521 <gen>
Destructible - Kill Crates 0527 <gen>
Set Variable Set sheepcount = (sheepcount + 1)
Castle Create
Events
Conditions
Actions
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_009 <gen>) facing Default building facing degrees
Set Variable Set Castles[1] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_010 <gen>) facing Default building facing degrees
Set Variable Set Castles[2] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_011 <gen>) facing Default building facing degrees
Set Variable Set Castles[3] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_012 <gen>) facing Default building facing degrees
Set Variable Set Castles[4] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_013 <gen>) facing Default building facing degrees
Set Variable Set Castles[5] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_014 <gen>) facing Default building facing degrees
Set Variable Set Castles[6] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_015 <gen>) facing Default building facing degrees
Set Variable Set Castles[7] = (Last created unit)
Unit - Create 1 . Flying Castle for Player 2 (Blue) at (Center of Region_016 <gen>) facing Default building facing degrees
Set Variable Set Castles[8] = (Last created unit)
Unit - Create 1 . ShadowCastle for Player 2 (Blue) at (Center of Region_015 <gen>) facing Default building facing degrees
Set Variable Set Castles[10] = (Last created unit)
Unit - Order Castles[1] to Move To . (Center of Region_009_Copy <gen>)
Unit - Order Castles[2] to Move To . (Center of Region_010_Copy <gen>)
Unit - Order Castles[3] to Move To . (Center of Region_011_Copy <gen>)
Unit - Order Castles[4] to Move To . (Center of Region_012_Copy <gen>)
Unit - Order Castles[5] to Move To . (Center of Region_013_Copy <gen>)
Unit - Order Castles[6] to Move To . (Center of Region_014_Copy <gen>)
Unit - Order Castles[7] to Move To . (Center of Region_015_Copy <gen>)
Unit - Order Castles[8] to Move To . (Center of Region_016_Copy <gen>)
Unit - Order Castles[10] to Move To . (Center of Peasant_Origin <gen>)
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