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Triggers
(10)Zombie City 1.0.w3x
Variables
Attachments
M16 Gun
AWP Gun
M4A1 Gun
Rocket Launcher Gun
Shotgun Pump Gun
Minigun Gun
Flame gun
Changing Weapons
AWP
AWP2
---------------------------
M16
M16 2
---------------------------
M4A1
M4A1 2
---------------------------
Rocket Launcher
Rocket Launcher 2
---------------------------
Shotgun Pump
Shotgun Pump 2
---------------------------
Minigun
Minigun 2
Flamer
Flamer 2
Load Ammo
Reload M16
---------------------------
Reload AWP
---------------------------
Reload M4A1
---------------------------
Reload Rocket Launcher
---------------------------
Reload Shotgun Pump
---------------------------
Reload Minigun
---------------------------
Reload Flamer
---------------------------
Remove Weapon Hand
Untitled Trigger 001
Stuff
Inialize
Intro
drop items
spawn
Start
order
Win
Lose
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
getready
timer
No
Hero
unit
Yes
surrvie
timer
No
M16 Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:pistol
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Pistol)) Greater than 0
Then - Actions
Sound - Play Assault <gen> at 100 % volume, attached to (Attacking unit)
Special Effect - Create a special effect attached to the hand right (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Konstrukt_ShotgunEffektAttachment.MDX
Item - Set charges remaining in (Item carried by (Attacking unit) of type Pistol) to ((Charges remaining in (Item carried by (Attacking unit) of type Pistol)) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Wait 1.00 seconds
AWP Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Sniper Rifle
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) Greater than 0
Then - Actions
Sound - Play Assault <gen> at 100 % volume, attached to (Attacking unit)
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Konstrukt_SniperEffectAttachment.MDX
Special Effect - Destroy (Last created special effect)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP") to ((Charges remaining in (Item carried by (Attacking unit) of type Sniper Rifle "AWP")) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Wait 1.00 seconds
M4A1 Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Assalt Rifle
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Assalt Rifle)) Greater than 0
Then - Actions
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Konstrukt_SubmachinegunEffectAttachment.MDX
Special Effect - Destroy (Last created special effect)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Assalt Rifle) to ((Charges remaining in (Item carried by (Attacking unit) of type Assalt Rifle)) - 1)
Sound - Play OIH <gen> at 100 % volume, attached to (Attacking unit)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Rocket Launcher Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Rocketlauncher
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) Greater than 0
Then - Actions
Sound - Play rocket <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher) to ((Charges remaining in (Item carried by (Attacking unit) of type Rocket Launcher)) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Shotgun Pump Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Shotgun
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) Greater than 0
Then - Actions
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Konstrukt_ShotgunEffektAttachment.MDX
Sound - Play shotgun <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump") to ((Charges remaining in (Item carried by (Attacking unit) of type Shotgun "Pump")) - 1)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Minigun Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Minigun
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Minigun)) Greater than 0
Then - Actions
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Minigun Effect.MDX
Sound - Play Dual <gen> at 100 % volume, attached to (Attacking unit)
Item - Set charges remaining in (Item carried by (Attacking unit) of type Minigun) to ((Charges remaining in (Item carried by (Attacking unit) of type Minigun)) - 3)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
Flame gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Weapon:Flamer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Flamer)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Flamer) to ((Charges remaining in (Item carried by (Attacking unit) of type Flamer)) - 3)
Wait 0.30 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacked unit) using Environment\LargeBuildingFire\LargeBuildingFire2.mdl
Else - Actions
Unit - Order (Attacking unit) to Stop .
AWP
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Sniper Rifle using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
AWP2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Sniper Rifle using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M16
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pistol
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:pistol using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M16 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pistol
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:pistol using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M4A1
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Assalt Rifle
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Assalt Rifle using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
M4A1 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Assalt Rifle
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Assalt Rifle using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Rocket Launcher
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Rocketlauncher using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Rocket Launcher 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Rocketlauncher using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Shotgun Pump
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Shotgun using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Shotgun Pump 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Shotgun using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Minigun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Minigun using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Minigun 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Minigun using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Flamer
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Flamer
(Charges remaining in (Item being manipulated)) Greater than 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Unit - Replace (Hero manipulating item) with a Weapon:Flamer using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Flamer 2
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Flamer
(Charges remaining in (Item being manipulated)) Less than or equal to 0
Actions
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
Unit - Replace (Hero manipulating item) with a Weapon:Flamer using The old unit's life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Hero manipulating item))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero[1] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero[2] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Hero[3] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Hero[4] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Hero[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero[6] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero[7] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Hero[8] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Hero[9] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Last replaced unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set Variable Set Hero[10] = (Last replaced unit)
Else - Actions
Reload M16
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:pistol
(Item-type of (Item being manipulated)) Equal to Pistol
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 15
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload AWP
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Sniper Rifle
(Item-type of (Item being manipulated)) Equal to Sniper Rifle "AWP"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 4
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 5
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload M4A1
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Assalt Rifle
(Item-type of (Item being manipulated)) Equal to Assalt Rifle
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 50
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Rocket Launcher
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Rocketlauncher
(Item-type of (Item being manipulated)) Equal to Rocket Launcher
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 2
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Shotgun Pump
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Shotgun
(Item-type of (Item being manipulated)) Equal to Shotgun "Pump"
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 12
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Minigun
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Minigun
(Item-type of (Item being manipulated)) Equal to Minigun
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 200
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Reload Flamer
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Weapon:Flamer
(Item-type of (Item being manipulated)) Equal to Flamer
(Charges remaining in (Item being manipulated)) Less than or equal to 0
((Owner of (Hero manipulating item)) Current lumber) Greater than or equal to 1
Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) for 1.00 seconds the text: |cffCA0005Reloading....
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Item - Set charges remaining in (Item being manipulated) to 100
Player - Add -1 to (Owner of (Hero manipulating item)) . Current lumber
Sound - Play RELOAD <gen> at 100 % volume, attached to (Hero manipulating item)
Remove Weapon Hand
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Take away weapon
Actions
Unit - Replace (Casting unit) with a Unarmed using The old unit's relative life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Untitled Trigger 001
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ammo Box
Actions
Item - Remove (Item being manipulated)
Inialize
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 24.00
Game - Turn the day/night cycle Off
Trigger - Turn off spawn <gen>
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Stop the currently playing music theme
Unit - Make Crashed Transport Chopper 0050 <gen> Invulnerable
Unit - Hide Flying Machine 0010 <gen>
Unit - Hide Flying Machine 0003 <gen>
Unit - Hide Flying Machine 0015 <gen>
Unit - Hide Flying Machine 0016 <gen>
Unit - Hide Flying Machine 0014 <gen>
Intro
Events
Map initialization
Conditions
Actions
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Turn cinematic mode On for (All players)
Sound - Play LightningBolt1 <gen>
Wait 0.10 seconds
Sound - Play LightningBolt1 <gen>
Cinematic - Send transmission to (All players) from a Player 4 (Purple) . Peasant named Pilot at (Center of (Playable map area)) : Play No sound and display Arrrugh! The storms to strong! . Modify duration: Add 0 seconds and Wait
Sound - Play LightningBolt1 <gen>
Wait 0.10 seconds
Sound - Play LightningBolt1 <gen>
Cinematic - Send transmission to (All players) from a Player 6 (Orange) . Peasant named CoPilot at (Center of (Playable map area)) : Play No sound and display Brace for impact! . Modify duration: Add 0 seconds and Wait
Sound - Play LightningBolt1 <gen>
Cinematic - Send transmission to (All players) from a Player 7 (Green) . Weapon:Assalt Rifle named Sargent at (Center of (Playable map area)) : Play No sound and display You heard'em boys! . Modify duration: Add 0 seconds and Wait
Sound - Play BuildingDeathLargeHuman <gen>
Cinematic - Fade in over 5.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Send transmission to (All players) from Unarmed 0006 <gen> named Marine : Play No sound and display Aww. My acheing head! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from Unarmed 0000 <gen> named Marine : Play No sound and display I'll call for backup. . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from Unarmed 0000 <gen> named Marine : Play No sound and display THIS IS SQUAD DELTA SQUAD BRAVO DO YOU READ... . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from Unarmed 0000 <gen> named Marine : Play No sound and display ...WE ARE TRAPPED IN AN ABBANDED CITY WE'LL SEND YOU CORIDANTS! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from No unit named Radio (Squad Bravo) : Play No sound and display CORIDANTS RECIEVED, WE WILL ARRIVE ASAP! FOR NOW YOU GUYS STAY PUT! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from Unarmed 0009 <gen> named Marine : Play No sound and display I think we should salvage any supplies. . Modify duration: Add 0 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Countdown Timer - Start getready as a One-shot timer that will expire in 120.00 seconds
Countdown Timer - Create a timer window for getready with title Till Zombies Come
drop items
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Item - Create (Random level 3.Artifact item-type) at (Position of (Dying unit))
spawn
Events
Time - Every 2 seconds of game time
Conditions
(Number of units in (Units in (Playable map area))) Less than or equal to 75
Actions
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 15 . Zombie for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie Dog for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 5 . Zombie Marine for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Create 1 . Big Zombie for Player 12 (Brown) at (Center of Region_003 <gen>) facing Default building facing degrees
Start
Events
Time - getready expires
Conditions
Actions
Trigger - Turn on spawn <gen>
Countdown Timer - Start surrvie as a One-shot timer that will expire in 3400.00 seconds
Countdown Timer - Create a timer window for surrvie with title Till Bravo Team Arrives:
Game - Display to (All players) the text: Get Ready Here They COME!
order
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Current order of (Picked unit)) Equal to (Order(none))).) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Win
Events
Time - surrvie expires
Conditions
Actions
Unit - Unhide Flying Machine 0003 <gen>
Unit - Unhide Flying Machine 0014 <gen>
Unit - Unhide Flying Machine 0015 <gen>
Unit - Unhide Flying Machine 0010 <gen>
Unit - Unhide Flying Machine 0016 <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 7 (Green) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 8 (Pink) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 9 (Gray) over 5.00 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 10 (Light Blue) over 5.00 seconds
Camera - Lock camera target for Player 2 (Blue) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 1 (Red) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 8 (Pink) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 9 (Gray) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 10 (Light Blue) to Flying Machine 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Peasant named Pilot at (Center of (Playable map area)) : Play No sound and display Lets Show these rotten freaks their place! . Modify duration: Add 0 seconds and Wait
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Center of (Playable map area)))
Wait 35.00 seconds
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 - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Lose
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Defeat (Owner of (Dying unit)) with the message: You Mauld To Death By Zombies!
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