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Triggers
Alien Invasion v1.1.w3x
Variables
Initialization
Melee Initialization
Player not playing red
Player not playing blue
Player not playing teal
Player not playing purple
Player not playing yellow
Player not playing orange
Player not playing green
Player not playing pink
Doors of Ship
Main Door
Main Door 2
Side Door
Side Door 2
Control Room Door Open
Control Room Door Close
Control Room Door kill
Start Time
Start Time
Ship Control
Ship Control Point
Control
Win Red
Win Blue
Win Teal
Win Purple
Win Yellow
Win Orange
Win Green
Win Pink
Alien Win
AAS Control Points
AAS CP Double
Doom play
Win
Docking Bays
Lower to Upper
Upper To Lower
Misc
Infected People
Alien Allsera
SAT
SAT Reversed
HIF Infect
GoP Upgrade
GoP Downgrade
Supply Case
Evolve
AIS 1 to AIS 2
AIS 2 to AIIU 3
HIF Fase 1 to 2
HIF Fase 2 to 3
Income
Humans
Aliens
Renforcements
Aliens Renforcements
Aliens Renforcements 2
Human Renforcements
Human Renforcements 2
Secret
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Grey
Light Blue
Dark green
Brown
Help/ quests
Quest 1
Quest 2
Quest 3
Quest 4
Quest 5
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Environment - Create at Snowy_Room <gen> the weather effect Northrend Snow (Light)
Player not playing red
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0111 <gen> from the game
Unit - Remove Human Worker 0201 <gen> from the game
Player not playing blue
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0112 <gen> from the game
Unit - Remove Human Worker 0202 <gen> from the game
Player not playing teal
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0113 <gen> from the game
Unit - Remove Human Worker 0203 <gen> from the game
Player not playing purple
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0114 <gen> from the game
Unit - Remove Human Worker 0204 <gen> from the game
Player not playing yellow
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0115 <gen> from the game
Unit - Remove Human Worker 0205 <gen> from the game
Player not playing orange
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0116 <gen> from the game
Unit - Remove Human Worker 0206 <gen> from the game
Player not playing green
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0117 <gen> from the game
Unit - Remove Human Worker 0207 <gen> from the game
Player not playing pink
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Unit - Remove Human Warrior 0118 <gen> from the game
Unit - Remove Human Worker 0200 <gen> from the game
Main Door
Events
Unit - A unit enters Main_Door_Inside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of MDO_Tele <gen>)
Main Door 2
Events
Unit - A unit enters Main_Door_Outside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of MDI_Tele <gen>)
Side Door
Events
Unit - A unit enters Sidedoor_Inside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SDO_Tele <gen>)
Side Door 2
Events
Unit - A unit enters Sidedoor_Outside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SDI_Tele <gen>)
Control Room Door Open
Events
Player - Player 9 (Gray) types a chat message containing -open cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -open cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -open cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -open cr (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 0488 <gen>
Control Room Door Close
Events
Player - Player 9 (Gray) types a chat message containing -close cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -close cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -close cr (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -close cr (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Iron Gate 0488 <gen>
Control Room Door kill
Events
Player - Player 9 (Gray) types a chat message containing -kill cr (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Destroy Iron Gate 0488 <gen>
Trigger - Turn off Control_Room_Door_Open <gen>
Trigger - Turn off Control_Room_Door_Close <gen>
Trigger - Turn off (This trigger)
Start Time
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: All humans have 90 seconds to run and hide.
Wait 90.00 seconds
Destructible - Kill Rock Wall 0229 <gen>
Destructible - Kill Rock Wall 0230 <gen>
Destructible - Kill Rock Wall 0231 <gen>
Destructible - Kill Rock Wall 0233 <gen>
Destructible - Kill Rock Wall 0232 <gen>
Destructible - Kill Rock Wall 0234 <gen>
Destructible - Kill Rock Wall 0557 <gen>
Destructible - Kill Rock Wall 0558 <gen>
Destructible - Kill Rock Wall 0724 <gen>
Game - Display to (All players) for 30 seconds the text: The aliens have broken free of their containment area.
Ship Control Point
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
Actions
Unit - Change ownership of Ship Controls 0053 <gen> to (Owner of (Triggering unit)) and Change color
Control
Events
Unit - Ship Controls 0053 <gen> Changes owner
Conditions
(Owner of Ship Controls 0053 <gen>) Equal to Player 1 (Red)
(Owner of Ship Controls 0053 <gen>) Equal to Player 2 (Blue)
(Owner of Ship Controls 0053 <gen>) Equal to Player 3 (Teal)
(Owner of Ship Controls 0053 <gen>) Equal to Player 4 (Purple)
(Owner of Ship Controls 0053 <gen>) Equal to Player 5 (Yellow)
(Owner of Ship Controls 0053 <gen>) Equal to Player 6 (Orange)
(Owner of Ship Controls 0053 <gen>) Equal to Player 7 (Green)
(Owner of Ship Controls 0053 <gen>) Equal to Player 8 (Pink)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Red
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Blue
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Teal
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Purple
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Yellow
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Orange
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Green
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
Win Pink
Events
Unit - A unit enters Ship_Control_Point <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: You lost control of the new hive ship.
Game - Defeat Player 10 (Light Blue) with the message: You lost control of the new hive ship.
Game - Defeat Player 11 (Dark Green) with the message: You lost control of the new hive ship.
Game - Defeat Player 12 (Brown) with the message: You lost control of the new hive ship.
AAS Control Points
Events
Time - Elapsed game time is 90.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: The Alien Allsera is starting to gain control of the crash site. 45 minutes remaining.
Cinematic - Ping minimap for (All players) at (Center of Crash_Site <gen>) for 3.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The Alien Allsera is gaining control of the western part of the city. 35 minutes remaining.
Cinematic - Ping minimap for (All players) at (Center of Western_City <gen>) for 3.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The Alien Allsera is gaining control of the nothern part of the city. 25 minutes remaining.
Cinematic - Ping minimap for (All players) at (Center of Northern_City <gen>) for 3.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The Alien Allsera is gaining control of the southern part of the city. 15 minutes remaining.
Cinematic - Ping minimap for (All players) at (Center of Southern_City <gen>) for 3.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The Alien Allsera is gaining control of the gate. All civilians in the city will be quarentined (excluding human players). 5 minutes remaining.
Cinematic - Ping minimap for (All players) at (Center of City_Gate <gen>) for 3.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Unit - Kill Human Defence Tower 0192 <gen>
Unit - Kill Human Defence Tower 0193 <gen>
Unit - Kill Wall 0194 <gen>
Unit - Kill Wall 0195 <gen>
Unit - Kill Wall 0196 <gen>
Unit - Kill Wall 0197 <gen>
Creates double the alienization at targeted places, without double xt and pings.
AAS CP Double
Events
Time - Elapsed game time is 90.00 seconds
Conditions
Actions
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Crash_Site <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Western_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Northern_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in Southern_City <gen>) facing (Random angle) with scale 1 and variation 0
Wait 600.00 seconds
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B001 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Random point in City_Gate <gen>) facing (Random angle) with scale 1 and variation 0
Doom play
Events
Map initialization
Conditions
Actions
Wait 2490.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Wait 68.00 seconds
Sound - Stop music Immediately
Sound - Play Doom .
Win
Events
Map initialization
Conditions
Actions
Wait 2790.00 seconds
Game - Display to (All players) for 10.00 seconds the text: THE ALIEN ALLSERA AND ALL ALIEN WARRIORS NOW CONTROLS THE TOWN. EVERY1 IS DOOMED.
Game - Display to (All players) for 15.00 seconds the text: You have 2 minutes to talk or play before game ends. All triggers that allow human ictory are turned off.
Trigger - Turn off Win_Blue <gen>
Trigger - Turn off Win_Green <gen>
Trigger - Turn off Win_Orange <gen>
Trigger - Turn off Win_Pink <gen>
Trigger - Turn off Win_Purple <gen>
Trigger - Turn off Win_Red <gen>
Trigger - Turn off Win_Teal <gen>
Trigger - Turn off Win_Yellow <gen>
Wait 120.00 seconds
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You failed to protect the city!
Game - Defeat Player 2 (Blue) with the message: You failed to protect the city!
Game - Defeat Player 3 (Teal) with the message: You failed to protect the city!
Game - Defeat Player 4 (Purple) with the message: You failed to protect the city!
Game - Defeat Player 5 (Yellow) with the message: You failed to protect the city!
Game - Defeat Player 6 (Orange) with the message: You failed to protect the city!
Game - Defeat Player 7 (Green) with the message: You failed to protect the city!
Game - Defeat Player 8 (Pink) with the message: You failed to protect the city!
Lower to Upper
Events
Unit - A unit enters Docking_Bay_Lower <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of UDB <gen>)
Upper To Lower
Events
Unit - A unit enters Docking_Bay_Upper <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of LDB <gen>)
Infected People
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads OMG, THE ALIENS ARE INFECTING HUMANS IN PODS!!! at (Center of OMG_Infected_PPL <gen>) with Z offset 0 , using font size 10 , color ( 75.00 %, 50.00 %, 0.00 %), and 25.00 % transparency
Alien Allsera
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads The Alien Allsera OMG! at (Center of Gravemind <gen>) with Z offset 0 , using font size 10 , color ( 75.00 %, 50.00 %, 0.00 %), and 0 % transparency
SAT
Events
Unit - A unit enters Secret_Air_Teleporter_Outside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SATI <gen>)
SAT Reversed
Events
Unit - A unit enters Secret_Air_Teleporter_Inside <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of SATO <gen>)
HIF Infect
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Infect (1st F)
Actions
Unit - Explode (Triggering unit) .
GoP Upgrade
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gem of Power
Actions
Unit - Add Mind Control to (Triggering unit)
GoP Downgrade
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gem of Power
Actions
Unit - Remove Mind Control from (Triggering unit)
Supply Case
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Supply Case
Actions
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
AIS 1 to AIS 2
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Alien Infection Specialist
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Selling unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
Unit - Remove (Selling unit) from the game
AIS 2 to AIIU 3
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Alien Infection Intelligence Unit
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Selling unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
Unit - Remove (Selling unit) from the game
HIF Fase 1 to 2
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Human Infection Form
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit - Kill (Selling unit)
HIF Fase 2 to 3
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Sold unit)) Equal to Human Infection Form
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Demon\DemonSmallDeathExplode\DemonSmallDeathExplode.mdl
Unit - Kill (Selling unit)
Humans
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Game - Display to (All allies of Player 1 (Red).) for 10.00 seconds the text: 5 minutes passed, TAAC has sent money to help. All humans get 2 gold.
Player - Add 2 to Player 1 (Red) . Current gold
Player - Add 2 to Player 2 (Blue) . Current gold
Player - Add 2 to Player 3 (Teal) . Current gold
Player - Add 2 to Player 4 (Purple) . Current gold
Player - Add 2 to Player 5 (Yellow) . Current gold
Player - Add 2 to Player 6 (Orange) . Current gold
Player - Add 2 to Player 7 (Green) . Current gold
Player - Add 2 to Player 8 (Pink) . Current gold
Aliens
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Game - Display to (All allies of Player 9 (Gray).) for 10.00 seconds the text: 5 minutes passed, the Alien Allsera has gotten wood and gives it to you. All aliens get 4 wood.
Player - Add 4 to Player 9 (Gray) . Current lumber
Player - Add 4 to Player 10 (Light Blue) . Current lumber
Player - Add 4 to Player 11 (Dark Green) . Current lumber
Player - Add 4 to Player 12 (Brown) . Current lumber
Aliens Renforcements
Events
Player - Player 9 (Gray) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Alien Renforcements have arrived!
Unit - Create 4 . Alien for Player 9 (Gray) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Human Infection Form for Player 9 (Gray) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 4 . Alien for Player 10 (Light Blue) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Human Infection Form for Player 10 (Light Blue) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 4 . Alien for Player 11 (Dark Green) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Human Infection Form for Player 11 (Dark Green) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 4 . Alien for Player 12 (Brown) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Human Infection Form for Player 12 (Brown) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Wait 300.00 seconds
Trigger - Turn on Aliens_Renforcements_2 <gen>
Trigger - Turn off (This trigger)
Aliens Renforcements 2
Events
Player - Player 9 (Gray) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Alien Renforcements have arrived!
Unit - Create 6 . Alien for Player 9 (Gray) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Infection Form for Player 9 (Gray) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Alien for Player 10 (Light Blue) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Infection Form for Player 10 (Light Blue) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Alien for Player 11 (Dark Green) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Infection Form for Player 11 (Dark Green) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 6 . Alien for Player 12 (Brown) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Infection Form for Player 12 (Brown) at (Random point in Alien_Renforcements <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Human Renforcements
Events
Player - Player 1 (Red) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Human renforcements have arrived!
Unit - Create 8 . Human Warrior for Player 1 (Red) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 2 (Blue) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 3 (Teal) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 4 (Purple) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 5 (Yellow) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 6 (Orange) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 7 (Green) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 8 . Human Warrior for Player 8 (Pink) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Wait 300.00 seconds
Trigger - Turn on Human_Renforcements_2 <gen>
Trigger - Turn off (This trigger)
Human Renforcements 2
Events
Player - Player 1 (Red) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -renforcements (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Human renforcements have arrived!
Unit - Create 10 . Human Warrior for Player 1 (Red) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 2 (Blue) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 3 (Teal) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 4 (Purple) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 5 (Yellow) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 6 (Orange) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 7 (Green) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Unit - Create 10 . Human Warrior for Player 8 (Pink) at (Random point in Human_Renforcements <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Red
Events
Player - Player 1 (Red) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 1 (Red) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Blue
Events
Player - Player 2 (Blue) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 2 (Blue) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Teal
Events
Player - Player 3 (Teal) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 3 (Teal) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Purple
Events
Player - Player 4 (Purple) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 4 (Purple) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 5 (Yellow) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Orange
Events
Player - Player 6 (Orange) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 6 (Orange) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Green
Events
Player - Player 7 (Green) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 7 (Green) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Pink
Events
Player - Player 8 (Pink) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Human Defence Specilist for Player 8 (Pink) at (Center of Human_Renforcements <gen>) facing Default building facing degrees
Grey
Events
Player - Player 9 (Gray) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Alien Defence Spawn for Player 9 (Gray) at (Center of Alien_Renforcements <gen>) facing Default building facing degrees
Light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Alien Defence Spawn for Player 10 (Light Blue) at (Center of Alien_Renforcements <gen>) facing Default building facing degrees
Dark green
Events
Player - Player 11 (Dark Green) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Alien Defence Spawn for Player 11 (Dark Green) at (Center of Alien_Renforcements <gen>) facing Default building facing degrees
Brown
Events
Player - Player 12 (Brown) types a chat message containing -DS guy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Alien Defence Spawn for Player 11 (Dark Green) at (Center of Alien_Renforcements <gen>) facing Default building facing degrees
Quest 1
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Human Info with the description Here are controls for humans.-renforcementsCreates renforcements (2 times only)(Red and Blue only)Things to know:Every 5 minutes you gain 2 gold. Use this gold to anything you want.take back the ship by stepping on the circle of power located in the bottom right corner in the ship. Dont bother with the Alien Alsera because it is only a few doodads. Build a base anywhere in the forest or in the city so you can have a safe place to hide. , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Quest 2
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Alien Info with the description Alien commands:-renforcementsCreates units located at a location (2 charges only)-open crOpens the control room door.-close crCloses the control room door-kill crKills the control room door (CANNOT BE REVERSED)Things to know:You gain 4 wood every 5 minutes. Use to gain units. Defend the ship from the humans, you have the ship already in lockdown. Go search for the humans and infect them (when you can), and if you want, take over the hidding spot so noone else can go there. , using icon path ReplaceableTextures\CommandButtons\BTNUnbroken.blp
Quest 3
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled 'About' Page with the description I must thank all the people who helped test this map for its first time. I thank DarkShoGun for partily giving me the idea of the aliens, and Blizzard for making Warcraft 3 have a world editor.About the game:I am sorry if this game is exactly or somewhat like another game. I DID NOT COPY THE IDEA. The only maps that even helped give me the idea are: mauls (barricade idea), tags (1 team with more ppl and smaller collision size) and PARASITE (alien idea). About cmacrun:My usually used name. If you see any1 named: cmacrun, landmine, Open(not in wc3), or even Open_nepO you can bet that its me.Maps made by cmacrun:Battle of the Fittest (BOTF) was my first map hosted on b.net. It was a village builder but free for all. It was not made by me alone, but with help from Evil_Arthas, Furnace782 and CHEW_E. Evil_Arthas helped with the terrain, units and balance. Furnace782 helped with the trigering, and CHEW_E for the testing and ideas.Survival of the Fittest (SotF): An improved and larger version of BotF. Same people helped put it together. Some more then others. Ask cmacrun /me for where u can get this game.SotF 2: Currently on hold. Will be continuing soon.Alien invasion: The more bugged and lagger version of this. Basically the same but with bugs and unnessesary stuffs. Stick with this version. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Quest 4
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Misc with the description Getting a hold of me:-Wispering-e-mail (wisper)-finding some1 named cmacrun, Open, Open_nepOFinding Secrets:-Ask me-find them for yourself (not cheating)-find them for yourself (cheating) , using icon path ReplaceableTextures\CommandButtons\BTNControlMagic.blp
Quest 5
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled DO NOT EDIT THIS MAP with the description PLZ DO NOT EDIT THIS MAP WITHOUT PERMISSION BY ME, cmacrun. , using icon path ReplaceableTextures\CommandButtons\BTNStampede.blp
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