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Triggers
Boxhead The Zombie Wars.w3x
Variables
Initialization
Melee Initialization
Init 2
gh
Score
Fallen
Single
All
asdasdas
Spawn Zombies
Set variable
Spawn
Ghoul
Undead Spider
Cyberdemon
Laglag
Stacking Items
Nuclear Missile
Barrel
ChargesAddGUI
Split
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
L
location
No
NukeTarget
location
No
NumberOfZombies
integer
Yes
order
integer
No
Player
unit
Yes
Players
integer
No
Rank
string
No
Cadet
Score
integer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Cinematic - Turn cinematic mode On for (All players)
Sound - Play Doom .
Environment - Set sky to Lordaeron Winter Sky
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 3 (Teal) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 4 (Purple) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 7 (Green) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 9 (Gray) over 6.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Rifleman named General Decaw at (Center of (Playable map area)) : Play No sound and display The escape route has been jammed by rocks after the avalanche, we need to survive against these Zombies if you wanna live . Modify duration: Add 30.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Sound - Resume music
Camera - . Apply . gg_cam_Camera_002 for Player 9 (Gray) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 8 (Pink) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 7 (Green) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 6.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 6.00 seconds
Init 2
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Team Score
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Team Rank:Cadet and value 0
Set Variable Set Score = "0"
Leaderboard - Show (Last created leaderboard)
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Is unused
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Set Variable Set Player[(Player number of (Owner of (Picked unit)))] = (Picked unit)
gh
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Not equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
Score
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Actions
Set Variable Set Score = (Score + 1)
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to Score
Single
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Dying unit) Equal to Player[1]
(Dying unit) Equal to Player[2]
(Dying unit) Equal to Player[3]
(Dying unit) Equal to Player[4]
(Dying unit) Equal to Player[5]
(Dying unit) Equal to Player[6]
(Dying unit) Equal to Player[7]
(Dying unit) Equal to Player[8]
(Dying unit) Equal to Player[9]
Actions
Set Variable Set Players = (Players - 1)
Game - Display to (All players) the text: One of your teammates has fallen, he will try to assist you in your battles even in the afterlife
Unit - Create 1 . Shade for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
All
Events
Time - Every 2 seconds of game time
Conditions
Players Equal to 0
Actions
Cinematic - Turn cinematic mode On for (All players)
Trigger - Run asdasdas <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
asdasdas
Events
Conditions
Actions
Game - Display to (All players) the text: All of your teammates has fallen, none of you survive the zombie threat, your score is publishedSubmit highscores to LieroBoy at [email protected] contact me at hiveworkshop.com as LieroBoy
Game - Display to (All players) the text: (|cffffcc00Your teamscore is + (String(Score)))
Game - Display to (All players) the text: (|cffffcc00Your rank is + Rank)
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Set variable
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Set Variable Set NumberOfZombies[1] = (NumberOfZombies[1] + 4)
If (NumberOfZombies[1] Greater than or equal to 60) then do (Set VariableSet NumberOfZombies[1] = "10") else do (Do nothing)
Spawn
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to NumberOfZombies[1] , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie for Player 10 (Light Blue) at (Random point in Zombie_2 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Unit - Create 1 . Zombie for Player 10 (Light Blue) at (Random point in Zombie_3 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Ghoul
Events
Time - Every 150.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Ghoul for Player 10 (Light Blue) at (Random point in Zombie_2 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Unit - Create 1 . Ghoul for Player 10 (Light Blue) at (Random point in Zombie_3 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Undead Spider
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Giant Undead Spider for Player 10 (Light Blue) at (Random point in Zombie_2 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Unit - Create 1 . Giant Undead Spider for Player 10 (Light Blue) at (Random point in Zombie_3 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Cyberdemon
Events
Time - Every 250.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Cyberdemon for Player 10 (Light Blue) at (Random point in Zombie_2 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Unit - Create 1 . Cyberdemon for Player 10 (Light Blue) at (Random point in Zombie_3 <gen>) facing Default building facing degrees
Unit - Set (Last created unit) acquisition range to 1000000000.00
Laglag
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Item - Create Barricade at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 2
Then - Actions
Item - Create Minigun Turret at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 3
Then - Actions
Item - Create Arterially Turret at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 4
Then - Actions
Item - Create Rifle at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 5
Then - Actions
Item - Create Heal at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 6
Then - Actions
Item - Create Missile Turret at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 7
Then - Actions
Item - Create Nuclear Missile at (Position of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 8
Then - Actions
Item - Create Barrel at (Position of (Dying unit))
Else - Actions
Nuclear Missile
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Nuke
Actions
Set Variable Set NukeTarget = (Target point of ability being cast)
Wait 4.01 seconds
Region - Center Nuke_Riegon <gen> on NukeTarget
Environment - Create a 2.00 second Normal ripple deformation at (Center of Nuke_Riegon <gen>) with starting radius 0.00 , ending radius 1024 , and depth 64 , using 1 second ripples spaced 128.00 apart
Destructible - Pick every destructible in Nuke_Riegon <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Barrel
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Barrel
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Cause (Dying unit) to damage circular area after 0 seconds of radius 500 at (Position of (Dying unit)) , dealing 100 damage of attack type Spells and damage type Normal
ChargesAddGUI
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer A)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
Item - Remove (Item being manipulated)
Else - Actions
Split
Events
Unit - A unit Is issued an order targeting an object
Conditions
Actions
Custom script: set udg_order = GetIssuedOrderId()
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
order Greater than or equal to 852002
order Less than or equal to 852007
(Target item of issued order) Equal to (Item carried by (Ordered unit) in slot (order - 852001))
(Charges remaining in (Target item of issued order)) Greater than 1
Then - Actions
Item - Set charges remaining in (Target item of issued order) to ((Charges remaining in (Target item of issued order)) - 1)
Set Variable Set L = (Position of (Ordered unit))
Item - Create (Item-type of (Target item of issued order)) at L
Custom script: call RemoveLocation(udg_L)
Item - Set charges remaining in (Last created item) to 1
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