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Kill Sound System 1.1

Submitted by jokerman10000
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
It isn't mine system but i never find a system like that here in hive and i think it is pretty usefull for some AoS or shooter or so..
Thanks to priest170234 to optimize my kill sound system and writing me the triggers
Credits to king_drift_alex for the Firstblood trigger
Triggers

  • Spree
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- // The time for the next kill system of a player to reset --------
      • Set SPREE_NEXT_KILL_MAXIMUM_TIMER = 10
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound for next kill system --------
      • Set SPREE_NEXT_KILL_SOUND[2] = No sound
      • Set SPREE_NEXT_KILL_SOUND[3] = No sound
      • Set SPREE_NEXT_KILL_SOUND[4] = No sound
      • Set SPREE_NEXT_KILL_SOUND[5] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // The sound of the streak system --------
      • Set SPREE_SOUND[1] = No sound
      • Set SPREE_SOUND[3] = No sound
      • Set SPREE_SOUND[4] = No sound
      • Set SPREE_SOUND[5] = No sound
      • Set SPREE_SOUND[6] = No sound
      • Set SPREE_SOUND[7] = VillagerMaleDeath1 <gen>
      • Set SPREE_SOUND[8] = No sound
      • Set SPREE_SOUND[9] = No sound
      • Set SPREE_SOUND[10] = No sound
      • Set SPREE_SOUND[11] = No sound
      • Set SPREE_SOUND[12] = No sound
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • Set Playername[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
      • Set Playername[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
      • Set Playername[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
      • Set Playername[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
      • Set Playername[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
      • Set Playername[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
      • Set Playername[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
      • Set Playername[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
      • Set Playername[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
      • Set Playername[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
      • Set Playername[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
      • Set Playername[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))

  • Die
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
    • Actions
      • Set SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] = (SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_INTEGER[(Player number of (Owner of (Triggering unit)))] = 0
      • Set SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] = (SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] + 1)
      • Set SPREE_TIMER[(Player number of (Owner of (Killing unit)))] = SPREE_NEXT_KILL_MAXIMUM_TIMER
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Make_Kill Equal to True
        • Then - Actions
          • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
          • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • First_Blood Equal to False
          • (Owner of (Killing unit)) Not equal to Neutral Hostile
          • (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
          • ((Dying unit) is A Hero) Equal to True
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has drawn |c00ff0000first blood|r)
          • Sound - Play VillagerMaleDeath1 <gen>
          • Set First_Blood = True
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== STREAK! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Killingspree --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 1
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + made an |c00990099Ownage|r!)
          • Sound - Play SPREE_SOUND[1]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFKillingspree|r!)
          • Sound - Play SPREE_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff9900Multikill|r!)
          • Sound - Play SPREE_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Mega Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff33ffMega Kill|r!)
          • Sound - Play SPREE_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 6: Dominating --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 6
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Dominating|r!)
          • Sound - Play SPREE_SOUND[6]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 7: Wicked Sick --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 7
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c009933ffWhickedsick|r!)
          • Sound - Play SPREE_SOUND[7]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 8: Monster Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 8
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c0099ff33Monster Kill|r!)
          • Sound - Play SPREE_SOUND[8]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 9: Unreal --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 9
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00000066Unreal|r!)
          • Sound - Play SPREE_SOUND[9]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 10: Holy Shit --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 10
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00ffff00Holy Shit|r!)
          • Sound - Play SPREE_SOUND[10]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 11: Unstoppable --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 11
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Unstoppable|r!)
          • Sound - Play SPREE_SOUND[11]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 12: Godlike --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Greater than or equal to 12
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c000099ffGod Like|r!)
          • Sound - Play SPREE_SOUND[12]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== NEXT KILL! ===== ===== ===== ===== ===== --------
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 2: Double Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 2
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cffE8B57DDouble Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[2]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 3: Triple Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 3
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFTripple Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[3]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 4: Ultra Kill --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 4
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has an |c009999ffUltra Kill|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[4]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
      • -------- // 5: Rampage --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 5
        • Then - Actions
          • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is on a |c00ff6600Rampage|r!)
          • Sound - Play SPREE_NEXT_KILL_SOUND[5]
        • Else - Actions
      • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------

  • Next Kill
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set SPREE_TIMER[(Integer A)] = (SPREE_TIMER[(Integer A)] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SPREE_TIMER[(Integer A)] Equal to 0
            • Then - Actions
              • Set SPREE_NEXT_KILL[(Integer A)] = 0
            • Else - Actions





in my opinion it is easy to change.


Keywords:
Kill Sound System, System, Ownage, Doublekill, Tripplekill, Godlike, streak
Contents

Kill Sound System 1.0 (Map)

Reviews
Moderator
http://www.hiveworkshop.com/forums/spells-569/identify-system-1-00-a-183934/?prev=r%3D20%26status%3Dr2%26page%3D41Bribe (Player number of (Owner of (Killing unit))) Store that into a variable. Really bad efficiency to have three function calls...
  1. http://www.hiveworkshop.com/forums/spells-569/identify-system-1-00-a-183934/?prev=r%3D20%26status%3Dr2%26page%3D41Bribe

    (Player number of (Owner of (Killing unit)))

    Store that into a variable. Really bad efficiency to have three function calls (or more, counting BJ's) when you can just store this to a variable.

    (Owner of (Dying unit)) -> (Triggering player)
    (Dying unit) -> (Triggering unit)

    Take advantage of the "else" block to avoid redundant boolean evaluations.
     
  2. gthkeno

    gthkeno

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    nice. got it up. :D
     
  3. MortAr

    MortAr

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  4. jokerman10000

    jokerman10000

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    then now there are 2.
    and is my and yours the same? i dont think so
     
    Last edited: Jan 8, 2011
  5. .VTZ.

    .VTZ.

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    yours pwn MortAr
     
  6. jokerman10000

    jokerman10000

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  7. xorkatoss

    xorkatoss

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    I like this system!! but there are some wrong things...
    "WorldEditor has drawn First Blood"
    "WorldEditor is on a rampage"
    I think that would fit better ;p
     
  8. priest170234

    priest170234

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    Hey? I didn't know that you would upload that.. I made it out of scratch under 15 minutes.. And maybe there are errors.. And maybe it is not effective.. I haven't optimized it yet.

    Triggers

    • Spree
      • Events
        • Time - Elapsed game time is 0.00 seconds
      • Conditions
      • Actions
        • -------- // The time for the next kill system of a player to reset --------
        • Set SPREE_NEXT_KILL_MAXIMUM_TIMER = 10
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // The sound for next kill system --------
        • Set SPREE_NEXT_KILL_SOUND[2] = No sound
        • Set SPREE_NEXT_KILL_SOUND[3] = No sound
        • Set SPREE_NEXT_KILL_SOUND[4] = No sound
        • Set SPREE_NEXT_KILL_SOUND[5] = No sound
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // The sound of the streak system --------
        • Set SPREE_SOUND[1] = No sound
        • Set SPREE_SOUND[3] = No sound
        • Set SPREE_SOUND[4] = No sound
        • Set SPREE_SOUND[5] = No sound
        • Set SPREE_SOUND[6] = No sound
        • Set SPREE_SOUND[7] = VillagerMaleDeath1 <gen>
        • Set SPREE_SOUND[8] = No sound
        • Set SPREE_SOUND[9] = No sound
        • Set SPREE_SOUND[10] = No sound
        • Set SPREE_SOUND[11] = No sound
        • Set SPREE_SOUND[12] = No sound
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • Set Playername[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
        • Set Playername[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
        • Set Playername[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
        • Set Playername[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
        • Set Playername[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
        • Set Playername[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
        • Set Playername[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
        • Set Playername[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
        • Set Playername[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
        • Set Playername[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
        • Set Playername[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
        • Set Playername[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))

    • Die
      • Events
        • Unit - A unit Dies
      • Conditions
        • ((Triggering unit) is A Hero) Equal to True
        • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
      • Actions
        • Set SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] = (SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] + 1)
        • Set SPREE_INTEGER[(Player number of (Owner of (Triggering unit)))] = 0
        • Set SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] = (SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] + 1)
        • Set SPREE_TIMER[(Player number of (Owner of (Killing unit)))] = SPREE_NEXT_KILL_MAXIMUM_TIMER
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Make_Kill Equal to True
          • Then - Actions
            • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
            • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • First_Blood Equal to False
            • (Owner of (Killing unit)) Not equal to Neutral Hostile
            • (Owner of (Killing unit)) Not equal to (Owner of (Dying unit))
            • ((Dying unit) is A Hero) Equal to True
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + make the |c00ff0000first blood|r)
            • Sound - Play VillagerMaleDeath1 <gen>
            • Set First_Blood = True
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // ===== ===== ===== ===== ===== STREAK! ===== ===== ===== ===== ===== --------
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 3: Killingspree --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 1
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + made an |c00990099Ownage|r!)
            • Sound - Play SPREE_SOUND[1]
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 3
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFKillingspree|r!)
            • Sound - Play SPREE_SOUND[3]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 4: Dominating --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 4
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff9900Multikill|r!)
            • Sound - Play SPREE_SOUND[4]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 5: Mega Kill --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 5
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff33ffMega Kill|r!)
            • Sound - Play SPREE_SOUND[5]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 6: Dominating --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 6
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Dominating|r!)
            • Sound - Play SPREE_SOUND[6]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 7: Wicked Sick --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 7
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c009933ffWhickedsick|r!)
            • Sound - Play SPREE_SOUND[7]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 8: Monster Kill --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 8
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c0099ff33Monster Kill|r!)
            • Sound - Play SPREE_SOUND[8]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 9: Unreal --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 9
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00000066Unreal|r!)
            • Sound - Play SPREE_SOUND[9]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 10: Holy Shit --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 10
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00ffff00Holy Shit|r!)
            • Sound - Play SPREE_SOUND[10]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 11: Unstoppable --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Equal to 11
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c00990000Unstoppable|r!)
            • Sound - Play SPREE_SOUND[11]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 12: Godlike --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_INTEGER[(Player number of (Owner of (Killing unit)))] Greater than or equal to 12
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + is |c000099ffGod Like|r!)
            • Sound - Play SPREE_SOUND[12]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // ===== ===== ===== ===== ===== NEXT KILL! ===== ===== ===== ===== ===== --------
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 2: Double Kill --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 2
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cffE8B57DDouble Kill|r!)
            • Sound - Play SPREE_NEXT_KILL_SOUND[2]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 3: Triple Kill --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 3
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |cff0000FFTripple Kill|r!)
            • Sound - Play SPREE_NEXT_KILL_SOUND[3]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 4: Ultra Kill --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 4
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has an |c009999ffUltra Kill|r!)
            • Sound - Play SPREE_NEXT_KILL_SOUND[4]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------
        • -------- // 5: Rampage --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SPREE_NEXT_KILL[(Player number of (Owner of (Killing unit)))] Equal to 5
          • Then - Actions
            • Game - Display to (All players) the text: (Playername[(Player number of (Owner of (Killing unit)))] + has a |c00ff6600Rampage|r!)
            • Sound - Play SPREE_NEXT_KILL_SOUND[5]
          • Else - Actions
        • -------- // ===== ===== ===== ===== ===== ===== ===== ===== ===== ===== --------

    • Next Kill
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
      • Actions
        • For each (Integer A) from 1 to 12, do (Actions)
          • Loop - Actions
            • Set SPREE_TIMER[(Integer A)] = (SPREE_TIMER[(Integer A)] - 1)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • SPREE_TIMER[(Integer A)] Equal to 0
              • Then - Actions
                • Set SPREE_NEXT_KILL[(Integer A)] = 0
              • Else - Actions

     
  9. jokerman10000

    jokerman10000

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    in the threat i wrote:

    i want do that system on hive.. i didnt made that but i never saw such a system here

    and i have looked over it there were some errors yes and no firstblood but i think now there isnt an error anymore
    :)
    and @xorkatoss:
    i change it in a minute :)

    EDIT: updated :) better now?
     
  10. jokerman10000

    jokerman10000

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    is there anything that would be nicer when i edit it?
     
    Last edited: Jan 10, 2011
  11. Noobsmoke

    Noobsmoke

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    this looks like mine LoL
    You steal my work ?
    There is the original made by me
    there are the original triggers
    Settings
    • Settings
      • Events
        • Time - Elapsed game time is 0.10 seconds
      • Conditions
      • Actions
        • -------- Players Name --------
        • Set Players_Name[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
        • Set Players_Name[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
        • Set Players_Name[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
        • Set Players_Name[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
        • Set Players_Name[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
        • Set Players_Name[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
        • Set Players_Name[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
        • Set Players_Name[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
        • Set Players_Name[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
        • Set Players_Name[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
        • Set Players_Name[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
        • Set Players_Name[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))
        • -------- Sounds --------
        • Set Sounds_List[1] = No sound
        • Set Sounds_List[2] = No sound
        • Set Sounds_List[3] = No sound
        • Set Sounds_List[4] = No sound
        • Set Sounds_List[5] = rampage <gen>
        • Set Sounds_List[6] = dominating <gen>
        • Set Sounds_List[7] = No sound
        • Set Sounds_List[8] = megakill <gen>
        • Set Sounds_List[9] = monsterkill <gen>
        • Set Sounds_List[10] = unstoppable <gen>
        • Set Sounds_List[11] = whickedsick <gen>
        • Set Sounds_List[12] = unreal <gen>
        • Set Sounds_List[13] = ultrakill <gen>
        • Set Sounds_List[14] = ludicrouskill <gen>
        • Set Sounds_List[15] = holyshit <gen>
        • Set Sounds_List[16] = godlike <gen>
        • -------- Messages --------
        • Set Messages_List[1] = <Empty String>
        • Set Messages_List[2] = <Empty String>
        • Set Messages_List[3] = <Empty String>
        • Set Messages_List[4] = <Empty String>
        • Set Messages_List[5] = |c00ff9900Rampage|r
        • Set Messages_List[6] = |c00990099Dominating|r
        • Set Messages_List[7] = <Empty String>
        • Set Messages_List[8] = |c00ff33ffMega Kill|r
        • Set Messages_List[9] = |c0099ff33Monster Kill|r
        • Set Messages_List[10] = |c00990000Unstoppable|r
        • Set Messages_List[11] = |c009933ffWhickedsick|r
        • Set Messages_List[12] = |c00000066Unreal|r
        • Set Messages_List[13] = |c009999ffUltra Kill|r
        • Set Messages_List[14] = |c00ff6600Ludicrou Skill|r
        • Set Messages_List[15] = |c00ffff00Holy Shit|r
        • Set Messages_List[16] = |c000099ffGod Like|r
        • -------- Total messages and sounds include the last sound and message. --------
        • Set Total_Messages = 16
        • Set Start_Kills = 4

    Kill
    • Kill
      • Events
        • Unit - A unit Dies
      • Conditions
        • ((Dying unit) is A Hero) Equal to True
        • ((Killing unit) belongs to an ally of (Owner of (Dying unit))) Not equal to True
      • Actions
        • Set Make_Kill = True
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Owner of (Killing unit)) Equal to Neutral Hostile
          • Then - Actions
            • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Dying unit)))] + has been killed by neutral creeps)
            • Set Make_Kill = False
            • Set Killing_Spree[(Player number of (Owner of (Dying unit)))] = 0
            • Set Kill_Points[(Player number of (Owner of (Dying unit)))] = 0
            • Set Kill_Waiting_Time[(Player number of (Owner of (Dying unit)))] = 0
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Owner of (Killing unit)) Equal to (Owner of (Dying unit))
              • Then - Actions
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Dying unit)))] + has been killed by himself)
                • Set Make_Kill = False
              • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Make_Kill Equal to True
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Kill_Points[(Player number of (Owner of (Dying unit)))] Less than or equal to Start_Kills
              • Then - Actions
                • Game - Display to (All players) the text: ((Players_Name[(Player number of (Owner of (Killing unit)))] + just pawn ) + Players_Name[(Player number of (Owner of (Dying unit)))])
              • Else - Actions
                • Game - Display to (All players) the text: ((Players_Name[(Player number of (Owner of (Killing unit)))] + just pawn ) + (Players_Name[(Player number of (Owner of (Dying unit)))] + ( ending it's + Messages_List[Kill_Points[(Player number of (Owner of (Dying unit)))]])))
            • Set Killing_Spree[(Player number of (Owner of (Dying unit)))] = 0
            • Set Kill_Points[(Player number of (Owner of (Dying unit)))] = 0
            • Set Kill_Waiting_Time[(Player number of (Owner of (Dying unit)))] = 0
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Make_Kill Equal to True
              • Then - Actions
                • Set Kill_Points[(Player number of (Owner of (Killing unit)))] = (Kill_Points[(Player number of (Owner of (Killing unit)))] + 1)
                • Set Killing_Spree[(Player number of (Owner of (Killing unit)))] = (Killing_Spree[(Player number of (Owner of (Killing unit)))] + 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • First_Blood Equal to False
                  • Then - Actions
                    • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + making the |c00ff0000First Blood|r)
                    • Sound - Play firstblood <gen>
                    • Set First_Blood = True
                  • Else - Actions
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Messages_List[Kill_Points[(Player number of (Owner of (Killing unit)))]] Not equal to <Empty String>
                • Kill_Points[(Player number of (Owner of (Killing unit)))] Less than or equal to Total_Messages
              • Then - Actions
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + ( is + Messages_List[Kill_Points[(Player number of (Owner of (Killing unit)))]]))
                • Sound - Play Sounds_List[Kill_Points[(Player number of (Owner of (Killing unit)))]]
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Kill_Points[(Player number of (Owner of (Killing unit)))] Greater than Total_Messages
              • Then - Actions
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + ( is + Messages_List[Total_Messages]))
                • Sound - Play Sounds_List[Total_Messages]
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 1
              • Then - Actions
                • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 2
              • Then - Actions
                • Sound - Play doublekill <gen>
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c000000ffDoble Kill|r)
                • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Killing_Spree[(Player number of (Owner of (Killing unit)))] Equal to 3
              • Then - Actions
                • Sound - Play tripplekill <gen>
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c0000ccccTriple Kill|r)
                • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Killing_Spree[(Player number of (Owner of (Killing unit)))] Greater than or equal to 4
              • Then - Actions
                • Sound - Play multikill <gen>
                • Game - Display to (All players) the text: (Players_Name[(Player number of (Owner of (Killing unit)))] + make |c00cc6600Multi Kill|r)
                • Set Kill_Waiting_Time[(Player number of (Owner of (Killing unit)))] = 20
              • Else - Actions
          • Else - Actions

    Decrease Time
    • Decrease Time
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
      • Actions
        • For each (Integer A) from 1 to 12, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Kill_Waiting_Time[(Integer A)] Greater than or equal to 0
              • Then - Actions
                • Set Kill_Waiting_Time[(Integer A)] = (Kill_Waiting_Time[(Integer A)] - 1)
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Kill_Waiting_Time[(Integer A)] Less than or equal to 0
              • Then - Actions
                • Set Killing_Spree[(Integer A)] = 0
              • Else - Actions


    Question :
    What is
    • Make_Kill Equal to True
    doing in your trigger ?
     
  12. priest170234

    priest170234

    Joined:
    Oct 31, 2010
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    @king_drift_alex

    Are you sure you are not the one that stole it and claim that you did the work?

    Look at the pictures below and compare the time frame.

    -----------------------------
    Your Website: 14 Jan 2011

    [​IMG]

    -----------------------------
    Hive: 8 Jan 2011

    [​IMG]

    -----------------------------
    Your forum, again: 39 hours ago

    [​IMG]

    -----------------------------
    Note that all screenshots time correspond to the time of edit of this post.

    Clearly this proves that you stole the work and wish to take credit. I am going to report to the moderators if you continue doing so.

    The time difference is 6 days.
    jokerman10000 uploaded it on 8 Jan 2011
    While "Your Work" is on 14 Jan 2011!

    Is there any evidence to prove that you didn't steal?
     
  13. Noobsmoke

    Noobsmoke

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    totally wrong, i uploaded that map on hiveworkshop
    Hiveworkshop Link
    15:51, 17th Jun 2009
    [​IMG]
     

    Attached Files:

  14. priest170234

    priest170234

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    Alright, however, my computer shows that resource is not available and the thread there is closed. So there's no way I could get your resource.
    This is a simple system, and it takes only a few minutes to make it. However, this does not explain why our two systems are so similar.

    NOTE:
    jokerman10000 edited my system for which i passed to him. So my system and the current uploaded one is totally different.
     
  15. Noobsmoke

    Noobsmoke

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    i'm still having the question, can you anwser what "Make_Kill Equal to True" stands for ? (i'm having on my triggers the same variable with the same name, but in your map that variable is useless as i can see)
     
  16. priest170234

    priest170234

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    That you have to ask jokerman10000. As I said, my self made (with no reference) system is (very) different from the uploaded one.
     
  17. GIANT_CRAB

    GIANT_CRAB

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    Just saw this, did you have permission?
    If no, TIME TO REMOVE THIS!
    If yes, screenshot of the permission?
     
  18. priest170234

    priest170234

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    I gave permission.
     
  19. jokerman10000

    jokerman10000

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    so.. first of all
    i pmed king_drift
    second thing: here are both sound systems in my map:
    War of Wrath
    i didnt delete it because mabye the other one will fail but whatever
    I wrote that here to king_drift too:
    I seeked in google for a sound system never find one till i saw that one but i downloaded it not from that side. it was another. So i made that in my map. After few months i wanted to make one for hive
    priest helped me make one
    in priest ones is no firstblood so i did copy it from the other one.
    Because i hadn't much time i forgot to delete make_kill
    when you want i delete it
    but in my opinion it is simmilar to the other one