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Triggers
Weapon System.w3x
Variables
Set
Visibility
Attachments
M16 Gun
AWP Gun
M4A1 Gun
Rocket Launcher Gun
Shotgun Pump Gun
Minigun Gun
Bloody Effect
Changing Weapons
AWP
AWP2
---------------------------
M16
M16 2
---------------------------
M4A1
M4A1 2
---------------------------
Rocket Launcher
Rocket Launcher 2
---------------------------
Shotgun Pump
Shotgun Pump 2
---------------------------
Minigun
Minigun 2
Load Ammo
Reload M16
---------------------------
Reload AWP
---------------------------
Reload M4A1
---------------------------
Reload Rocket Launcher
---------------------------
Reload Shotgun Pump
---------------------------
Adding Ammo
Adding Rockets
---------------------------
Reload Minigun
---------------------------
Remove Weapon Hand
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
Hero
unit
Yes
Visibility
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Player - Set Player 1 (Red) . Current lumber to 100
Player - Set Player 1 (Red) . Current gold to 10
Quest - Create a Required quest titled |cffffcc00Credits with the description |cffffcc00Models by: Talon The Mage , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
M16 Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (M16)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Rifle "M16")) Greater than 0
Then - Actions
Sound - Play Assault <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Rifle "M16") to ((Charges remaining in (Item carried by (Attacking unit) of type Rifle "M16")) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
AWP Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (Sniper)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) Greater than 0
Then - Actions
Sound - Play Assault <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP") to ((Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
M4A1 Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (M4A1)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1")) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1") to ((Charges remaining in (Item carried by (Attacking unit) of type Rifle "M4A1")) - 1)
Sound - Play OIH <gen> at 100 % volume, attached to (Attacking unit)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
Rocket Launcher Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (Rocket Launcher)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) Greater than 0
Then - Actions
Sound - Play rocket <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher) to ((Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
Shotgun Pump Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (Shotgun "Pump")
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) Greater than 0
Then - Actions
Sound - Play shotgun <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump") to ((Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
Minigun Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon: (Minigun)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Minigun)) Greater than 0
Then - Actions
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Minigun Effect.MDX
Sound - Play Dual <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Minigun) to ((Charges remaining in (Item carried by (Attacking unit) of type Minigun)) - 3)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Sound - Play No_ammo__u <gen> at 100 % volume, attached to (Attacking unit)
Wait 1.00 seconds
Sound - Stop No_ammo__u <gen> Immediately
Bloody Effect
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Peasant
(Unit-type of (Dying unit)) Equal to Peasant
Then - Actions
Animation - Play (Dying unit) 's decay flesh animation
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Undead\UndeadLargeDeathExplode\UndeadLargeDeathExplode.mdl
Wait 0.30 seconds
Else - Actions
AWP
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Sniper) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
AWP2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Sniper) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M16
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rifle "M16"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (M16) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M16 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rifle "M16"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (M16) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M4A1
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (M4A1) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M4A1 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (M4A1) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Sniper (weapon).MDX
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Rocket Launcher
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Rocket Launcher) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Shotgun1.mdx
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Rocket Launcher 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Rocket Launcher) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Shotgun1.mdx
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Shotgun Pump
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Shotgun "Pump") using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Shotgun1.mdx
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Shotgun Pump 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Shotgun "Pump") using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Shotgun1.mdx
Unit - Change color of (Last replaced unit) to Maroon
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Minigun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Minigun) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Minigun.MDX
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Minigun 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon: (Minigun) using The old unit's life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Last replaced unit) using war3mapImported\Minigun.MDX
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Reload M16
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (M16)
(Item-type of (Item being manipulated)) Equal to Rifle "M16"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 50
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 50
Player - Add -50 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload AWP
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (Sniper)
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 10
Player - Add -10 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload M4A1
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (M4A1)
(Item-type of (Item being manipulated)) Equal to Rifle "M4A1"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 100
Player - Add -100 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Rocket Launcher
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (Rocket Launcher)
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current gold) Greater than or equal to 5
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 5
Player - Add -5 to (Owner of (Hero manipulating item)) . Current gold
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Shotgun Pump
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (Shotgun "Pump")
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 15
Player - Add -15 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Adding Ammo
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ammo Box
Actions
Player - Add (Charges remaining in (Item being manipulated)) to (Owner of (Hero manipulating item)) . Current lumber
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ((|cffCA0005 + You Now Have ) + ((String(((Owner of (Hero manipulating item)) Current lumber))) + Ammo))
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Remove (Item being manipulated)
Adding Rockets
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rockets
Actions
Player - Add (Charges remaining in (Item being manipulated)) to (Owner of (Hero manipulating item)) . Current gold
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: ((|cffCA0005 + You Now Have ) + ((String(((Owner of (Hero manipulating item)) Current gold))) + Rockets))
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Remove (Item being manipulated)
Reload Minigun
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon: (Minigun)
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 10
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 300
Player - Add -300 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Remove Weapon Hand
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Take Away Currently weapon
Actions
Unit - Replace (Casting unit) with a Weapon: (None) using The old unit's relative life and mana
Unit - Change color of (Last replaced unit) to Maroon
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
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