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Kill Sound System 1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: -Kobas-
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

  • 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
https://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...
https://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.
 
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.


  • 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
 
this looks like mine LoL
You steal my work ?
There is the original made by me
there are the original triggers
  • 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
    • 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
    • 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 ?
 
@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.

-----------------------------

52656186.png


-----------------------------

91034455.png


-----------------------------

57435198.png


-----------------------------
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?
 
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.
 
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
 
Grrrrrrr Why not something like this:

  • S Other
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempFirstBlood = True
      • -------- Setup Spree Sounds --------
      • Set Spree_Sounds[1] = No sound
      • Set Spree_Sounds[2] = No sound
      • Set Spree_Sounds[3] = Killing_Spree <gen>
      • Set Spree_Sounds[4] = Dominating <gen>
      • Set Spree_Sounds[5] = MegaKill <gen>
      • Set Spree_Sounds[6] = Unstoppable <gen>
      • Set Spree_Sounds[7] = WhickedSick <gen>
      • Set Spree_Sounds[8] = MonsterKill <gen>
      • Set Spree_Sounds[9] = GodLike <gen>
      • Set Spree_Sounds[10] = HolyShit <gen>
      • -------- Setup Get Spree Text --------
      • Set Spree_Texts[1] = <Empty String>
      • Set Spree_Texts[2] = <Empty String>
      • Set Spree_Texts[3] = |ris on a |cff00FF00killing spree|r!
      • Set Spree_Texts[4] = |ris |cff551A8Bdominating|r!
      • Set Spree_Texts[5] = |rhas a |cffCD1076mega kill|r!
      • Set Spree_Texts[6] = |ris |cffFF8C00unstoppable|r!!
      • Set Spree_Texts[7] = |ris |cff006400wicked sick|r!!
      • Set Spree_Texts[8] = |rhas a |cffFF6EB4monster kill|r!!
      • Set Spree_Texts[9] = |ris |CFFFF0303GODLIKE|r!!!
      • Set Spree_Texts[10] = |ris |c00ff9900beyond GODLIKE|r!!!! Someone KILL HIM!!!
      • -------- Setup End Spree Text --------
      • Set SpreeEnd_Texts[1] = <Empty String>
      • Set SpreeEnd_Texts[2] = <Empty String>
      • Set SpreeEnd_Texts[3] = |cff00FF00killing spree|r
      • Set SpreeEnd_Texts[4] = |cff551A8Bdominating|r
      • Set SpreeEnd_Texts[5] = |cffCD1076mega kill|r
      • Set SpreeEnd_Texts[6] = |cffFF8C00unstoppable|r
      • Set SpreeEnd_Texts[7] = |cff006400wicked sick|r
      • Set SpreeEnd_Texts[8] = |cffFF6EB4monster kill|r
      • Set SpreeEnd_Texts[9] = |CFFFF0303GODLIKE|r
      • Set SpreeEnd_Texts[10] = |c00ff9900beyond GODLIKE|r
      • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
  • GM Killing System
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Killing unit)) Not equal to Neutral Hostile
      • (Owner of (Triggering unit)) Not equal to Neutral Hostile
      • ((Triggering unit) is A Hero) Equal to True
      • ((Triggering unit) is Mechanical) Equal to False
      • ((Triggering unit) is an illusion) Equal to False
    • Actions
      • Custom script: local string Message1
      • Custom script: local string Message2
      • Custom script: local string Message3
      • Custom script: local sound Sound1
      • Custom script: local sound Sound2
      • Custom script: local sound Sound3
      • If (Spree_Count[(Player number of (Owner of (Killing unit)))] Less than 10) then do (Set Spree_Count[(Player number of (Owner of (Killing unit)))] = (Spree_Count[(Player number of (Owner of (Killing unit)))] + 1)) else do (Do nothing)
      • -------- Kill Message --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spree_Count[(Player number of (Owner of (Triggering unit)))] Less than or equal to 2
        • Then - Actions
          • -------- You didn't end a spree. --------
          • Set General_Integer[1] = 200
          • Player - Add General_Integer[1] to (Owner of (Killing unit)) Current gold
          • Game - Display to (All players) the text: (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + ((|r just pwned + TextColor[(Player number of (Owner of (Triggering unit)))]) + ((Name of (Owner of (Dying unit))) + (|r's head for |CFFFFFF01 + ((String(Genera
        • Else - Actions
          • -------- You did end a spree. --------
          • Set General_Integer[1] = (300 + Spree_Count[(Player number of (Owner of (Triggering unit)))])
          • Game - Display to (All players) the text: (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + ((|r has just ended + TextColor[(Player number of (Owner of (Triggering unit)))]) + ((Name of (Owner of (Dying unit))) + ((|r's + SpreeEnd_Texts[Spree_Count[(P
      • Set Spree_Count[(Player number of (Owner of (Triggering unit)))] = 0
      • -------- Power --------
      • Player - Add 1 to (Owner of (Killing unit)) Current lumber
      • -------- First Blood --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FirstBlood Equal to False
        • Then - Actions
          • Set FirstBlood = True
          • Player - Add 200 to (Owner of (Killing unit)) Current gold
          • Set General_String[1] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + just drew |CFFFF0303first blood!|r (+200 gold))))
          • Custom script: set Message1 = udg_General_String[1]
          • Custom script: set Sound1 = gg_snd_firstblood
        • Else - Actions
      • -------- Spree --------
      • Set General_String[2] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + Spree_Texts[Spree_Count[(Player number of (Owner of (Killing unit)))]]))
      • Custom script: set Message2 = udg_General_String[2]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spree_Count[(Player number of (Owner of (Killing unit)))] Less than or equal to 2
        • Then - Actions
          • Custom script: set Message2 = ""
        • Else - Actions
      • Custom script: set Sound2 = udg_Spree_Sounds[udg_Spree_Count[GetConvertedPlayerId(GetOwningPlayer(GetKillingUnit()))]]
      • -------- Double/Triple Kill --------
      • Set General_Point[1] = (Center of (Playable map area))
      • Unit - Create 1 0 Dummy Unit for (Owner of (Killing unit)) at General_Point[1] facing Default building facing degrees
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • -------- Double Kill... --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 2
        • Then - Actions
          • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FFFF00Double Kill|r!)))
          • Custom script: set Message3 = udg_General_String[3]
          • Custom script: set Sound2 = gg_snd_Double_Kill
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 3
            • Then - Actions
              • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FEBA0ETriple Kill|r!!!)))
              • Custom script: set Message3 = udg_General_String[3]
              • Custom script: set Sound3 = gg_snd_triple_kill
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Equal to 4
                • Then - Actions
                  • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |rjust got a |c00FF8000Ultra Kill|r!!!)))
                  • Custom script: set Message3 = udg_General_String[3]
                  • Custom script: set Sound3 = gg_snd_UltraKill
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in (Units owned by (Owner of (Killing unit)) of type 0 Dummy Unit)) Greater than or equal to 5
                    • Then - Actions
                      • Set General_String[3] = (TextColor[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (|r + |ris FU |c00FF0000Rampage|r!!!)))
                      • Custom script: set Message3 = udg_General_String[3]
                      • Custom script: set Sound3 = gg_snd_Rampage
                    • Else - Actions
      • -------- Display Messages & Play Sounds --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempFirstBlood Equal to True
        • Then - Actions
          • Set TempFirstBlood = False
          • Custom script: call PlaySoundBJ( Sound1 )
          • Custom script: if Message1 != "" then
          • Custom script: call DisplayTextToForce( GetPlayersAll(), Message1 )
          • Custom script: endif
        • Else - Actions
      • Custom script: call PlaySoundBJ( Sound2 )
      • Custom script: if Message2 != "" then
      • Custom script: call DisplayTextToForce( GetPlayersAll(), Message2 )
      • Custom script: endif
      • Custom script: call PlaySoundBJ( Sound3 )
      • Custom script: if Message3 != "" then
      • Custom script: call DisplayTextToForce( GetPlayersAll(), Message3 )
      • Custom script: endif
 
What is this I don't even ?!
We already have a approved system which does exactly the same.
Infact, the one we already have, meaning this, is better than this is~

Also, "It isn't mine system but i never find a system like that here in hive" - Never steal others stuff, if you want it to some other website, ask the creator to upload it there. I don't care if you got permission or not.
 
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