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Triggers
Ebony Creek.w3x
Variables
Basic Game Mechanics
Cheats
Cut to ending
Cut to ending Copy
Cut to loss
Cut to loss Copy
Other Stuff
Weaken Cars
Main Barricade Trio
Trash Spawn
Trash Spawn Copy
Trash Spawn Copy 2
Set up the Quests
createtimerheal
Events
Oreily is better
Greensmith Barricade Overrun
Johnson Barricade Overrun
Character Deaths
Michael Oreily
Cameron Inglis
Carl Degrath
Tobias Degrath
Marcus Degrath
Josh Greensmith
Thomas Greensmith
Robert Johnson
Margret Johnson
Betty McCorwin
Larry Kitcher
Peter Kitcher
Luke Kitcher
Grayson McCormick
Ryan Anderson
Russell Anderson
Zombie Spawns
Top RightA
Top RightB
Top RightC
Top RightD
NorthA
NorthB
NorthC
NorthD
EastA
EastB
EastC
EastD
Rescue Missions
Greensmiths
Greensmith
Greensmith Defesive
Greensmith Defesive at Town
Greensmith Command
Greensmiths arrive
Johnsons
Johnsons
Johnson Defesive
Johnson Command
Johnson Defensive at Town
Johnsons Arrive
Kitchers
Kitchers
Forest Zombie Agression
Forest Zombie Agression Copy
Kitcher Command
Kitcher Defensive at Town
Kitchers Arrive
Russell
Russell Start
Run Russell Run
Russell Arrives
Ryan Russ Defensive at Town
Quarentine Time
Soldier
Failure
Soldier Start
Run Zach Run
Zach Arrive
Final Charge
Victory
Times up
Grayson
Grayson Start
Grayson Command
Grayson Arrives
Grayson defend Town
Zombie
Spawn Help
Zombie Help
Soldiers attack you
Zombie Arrives
Zombie Defend Town
Camera Triggers
LOSER
Camera Transition Death
Camera
Camera Transition
ON
OFF
Turn Left
Turn Right
Turn Around
Turn Around 2
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
finalcountdown
timer
No
finalcountdowntimer
timerdialog
No
healingtimer
timer
No
healingtimerwindow
timerdialog
No
testing
integer
No
Unit
unit
No
Yourlasthope
quest
No
Cut to ending
Events
Player - Player 1 (Red) types a chat message containing nukeit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Victory <gen> (ignoring conditions)
Cut to ending Copy
Events
Player - Player 6 (Orange) types a chat message containing nukeit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Victory <gen> (ignoring conditions)
Cut to loss
Events
Player - Player 1 (Red) types a chat message containing ohnoes (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Times_up <gen> (ignoring conditions)
Cut to loss Copy
Events
Player - Player 6 (Orange) types a chat message containing ohnoes (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Times_up <gen> (ignoring conditions)
Weaken Cars
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Damaged Car) and do (Set life of (Picked unit) to 5.00%)
Main Barricade Trio
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0005 <gen> to Attack-Move To . (Center of Main_Barricade_Trio <gen>)
Unit - Order Town Sheriff 0006 <gen> to Attack-Move To . (Center of Main_Barricade_Trio <gen>)
Unit - Order Tailor 0088 <gen> to Move To . (Center of Main_Barricade_Trio <gen>)
Trash Spawn
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Item - Create Trash at (Random point in Ebony_Creek <gen>)
Trash Spawn Copy
Events
Time - Every 65.00 seconds of game time
Conditions
Actions
Item - Create Rubble at (Random point in Ebony_Creek <gen>)
Trash Spawn Copy 2
Events
Time - Every 110.00 seconds of game time
Conditions
Actions
Item - Create Barrell of Junk at (Random point in Ebony_Creek <gen>)
Default melee game initialization for all players
Set up the Quests
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Unit - Remove Townsfolk 0003 <gen> from the game
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Then - Actions
Unit - Remove Townsfolk 0238 <gen> from the game
Quest - Create a Optional quest titled Camera Stuff with the description If you want to enter first person mode, type FP ON...To leave it, type FP OFF...Press down to turn around and look behind you, right to turn to the right, and left to turn to the left...Also, while you are in first person mode, it will auto select you every 10 seconds, that way, if you accidently select a zombie or something, you can get control back to yourself without leaving first person mode. , using icon path ReplaceableTextures\CommandButtons\BTNUnholyFrenzy.blp
Set Variable Set Unit = Townsfolk 0003 <gen>
Environment - Set sky to Felwood Sky
Else - Actions
Do nothing
Countdown Timer - Start healingtimer as a One-shot timer that will expire in 600.00 seconds
Countdown Timer - Create a timer window for healingtimer with title Healing O'reily's Wounds
Unit - Pause Townsfolk 0005 <gen>
Animation - Play Townsfolk 0005 <gen> 's death animation
Unit - Pause Quarentine Officer 0236 <gen>
Player - Set Player 1 (Red) . Current gold to 50
Quest - Create a Optional quest titled Special Thanks with the description Thanks a lot to CrazyChao232, Sandman, and Burguul for the two special models and the first person mode! , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Required quest titled The Greensmiths with the description The Greensmiths were a family of Five, Mother, Father, Eldest Son, and Two daughters, unfortunately, the mother and two young daughters were killed by undead, and the Father and Son, Josh and Thomas have barricaded themselves North of town and armed to take on the undead. Hurry and save them, and they might be able to contribute their salvaged supplies. , using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp
Quest - Create a quest requirement for (Last created quest) with the description Escort Josh and Thomas Greensmith back to town.
Quest - Create a quest requirement for (Last created quest) with the description Both Josh and Thomas must survive.
Quest - Create a Required quest titled The Johnsons with the description The Johnsons are a couple that share the same passion of dog ranching. This same passion happened to save their lives. Dogs have a natural hatred for undead, and raised the alarm when the zombies approached. They armed themselves with spears and bows and prepared to take on the undead with plague immune dogs at their barricade to the east. , using icon path ReplaceableTextures\CommandButtons\BTNWolf.blp
Quest - Create a quest requirement for (Last created quest) with the description Escort Robert and Margret Johnson back to town.
Quest - Create a quest requirement for (Last created quest) with the description Both Robert and Margret must survive.
Quest - Create a Required quest titled Russell Anderson with the description When the Zombies began to attack, Ryan Anderson sent Russell out to find help while he stayed behind to guard the garage. Russell's plan was to use the forest path, but something must have gone wrong because he hasn't returned yet... , using icon path ReplaceableTextures\CommandButtons\BTNDemolisher.blp
Quest - Create a quest requirement for (Last created quest) with the description Find Russell Anderson.
Quest - Create a quest requirement for (Last created quest) with the description Discover what went wrong.
Quest - Create a quest requirement for (Last created quest) with the description Escort Russell back to town.
Quest - Create a quest requirement for (Last created quest) with the description Both Ryan and Russell Anderson must Survive.
Quest - Create a Required quest titled The Kitchers with the description The three brothers are all that's left after their widower father was taken by the zombies, holed up on the remains of their family farm, they are going to need a lot of convincing before abandoning their fortifications. You should find them somewhere along the road to the east, nearby one of the forest entrances. , using icon path ReplaceableTextures\CommandButtons\BTNBanditSpearThrower.blp
Quest - Create a quest requirement for (Last created quest) with the description Convince the Kitchers to return to Town.
Quest - Create a quest requirement for (Last created quest) with the description Escort the Kitchers back to Town.
Quest - Create a quest requirement for (Last created quest) with the description All three Kitchers must survive.
Quest - Create a Required quest titled That Drunk Guy... with the description Out in the overrun town, you seem to recall an old drinking buddy of yours going on a long rant on how he would survive by holding up in a bar if zombies turned up. Sure he was drunk at the time, but if he's out there, he would definately be a help. , using icon path ReplaceableTextures\CommandButtons\BTNStrongDrink.blp
Quest - Create a quest requirement for (Last created quest) with the description Get Grayson sober enough to join you
Quest - Create a quest requirement for (Last created quest) with the description Help him back to town
Quest - Create a Optional quest titled How To Play with the description In order to complete many goals later in the game, your going to need more people at Ebony Creek. The easiest way to make people, (especially because you don't have nine months to wait) is to find them.-Seach around the country side.-Most rescues will be set off by stepping into a circle of power nearby their barricade.-Other characters will be hostile at first, but once you beat enough sense into them, they will join you.-Time is of the essence! You can make those people wait forever, especially the ones in the way of the advancing zombies, hurry to save as many as possible, or they will fall victim to the undead. , using icon path ReplaceableTextures\CommandButtons\BTNAnimateDead.blp
Destructible - Make Iron Gate 3484 <gen> Invulnerable
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Soldier corpse for Player 5 (Yellow) at (Random point in Evacuation_Point <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Male) corpse for Player 2 (Blue) at (Random point in Bar_areas <gen>) facing (Random angle) degrees
createtimerheal
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for healingtimer with title Healing O'reily's Wounds
Set Variable Set healingtimerwindow = (Last created timer window)
Oreily is better
Events
Time - healingtimer expires
Conditions
Actions
Countdown Timer - Destroy healingtimerwindow
Game - Display to (All players) the text: Michael O'reily:Thank's Betty! I feel much better, I'll be able to help you guys now, sorry for being such a burden...
Game - Display to (All players) the text: Michael O'reily stands up, stretches out, and gets ready to fight!
Unit - Unpause Townsfolk 0005 <gen>
Unit - Order Townsfolk 0005 <gen> to Attack-Move To . (Center of Main_Barricade_Trio <gen>)
Greensmith Barricade Overrun
Events
Unit - A unit enters Greensmith_Barricade <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: The Greensmith Barricade has been overrun! prepare for a massive zombie attack from the north...
Johnson Barricade Overrun
Events
Unit - A unit enters Johnsons_Barricade <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: The Johnson Barricade has been overrun! prepare for a massive zombie attack from the east...
Michael Oreily
Events
Unit - Townsfolk 0005 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Michael O'reily, left vernerable from his earlier injuries, is dragged to the awaiting jaws of a zombie and eaten alive...
Cameron Inglis
Events
Unit - Town Sheriff 0006 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Cameron Inglis lets loose on a crowd of zombies, but finds himself cornered as his clip runs out, reaching for another, he finds nothing. With a desperate cry, he drives into the middle of the horde and is brought down swinging his weapon.
Unit - Change ownership of Ebony Creek Police Station 0022 <gen> to Neutral Passive and Change color
Carl Degrath
Events
Unit - Carl Degrath 0004 <gen> Dies
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 120.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 120.00 % experience from future kills
Game - Display to (All players) the text: Carl Degrath, caught by surprise while setting up a buzzsaw, is thrown by an advancing zombie into his own trap, anger fills his brothers when they hear of his gruesome demise...
Tobias Degrath
Events
Unit - Townsfolk 0238 <gen> Dies
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 150.00 % experience from future kills
Game - Display to (All players) the text: Tobias Degrath, badly wounded, and seeing himself without hope, plants a homemade explosive onto his own body and sets it off, bringing massive destruction to all around him...
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Cause Townsfolk 0238 <gen> to damage circular area after 0 seconds of radius 500.00 at (Position of Townsfolk 0238 <gen>) , dealing 600.00 damage of attack type Chaos and damage type Normal
Marcus Degrath
Events
Unit - Townsfolk 0003 <gen> Dies
Conditions
Actions
Hero - Make Player 6 (Orange) Heroes gain 150.00 % experience from future kills
Game - Display to (All players) the text: Marcus Degrath, badly wounded, and seeing himself without hope, plants a homemade explosive onto his own body and sets it off, bringing massive destruction to all around him...
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Cause Townsfolk 0003 <gen> to damage circular area after 0 seconds of radius 500.00 at (Position of Townsfolk 0003 <gen>) , dealing 600.00 damage of attack type Chaos and damage type Normal
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Wait 0.50 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Josh Greensmith
Events
Unit - Townsfolk 0009 <gen> Dies
Conditions
Actions
Trigger - Turn off Greensmith <gen>
Trigger - Turn off Greensmith_Command <gen>
Trigger - Turn off Greensmiths_arrive <gen>
Game - Display to (All players) the text: Surrounded by the living dead, Josh Greensmith is dragged to the ground, where he is disembowled, just seconds later, he arises again as one of the undead.
Thomas Greensmith
Events
Unit - Townsfolk 0044 <gen> Dies
Conditions
Actions
Trigger - Turn off Greensmith <gen>
Trigger - Turn off Greensmith_Command <gen>
Trigger - Turn off Greensmiths_arrive <gen>
Game - Display to (All players) the text: Thomas Greensmith manages to escape the zombies, but upon checking his watch, he finds he was bitten on the arm. Dying a slow, painful death in his quiet hiding spot...
Robert Johnson
Events
Unit - Dog Rancher 0122 <gen> Dies
Conditions
Actions
Trigger - Turn off Johnsons <gen>
Trigger - Turn off Johnson_Command <gen>
Trigger - Turn off Johnsons_Arrive <gen>
Game - Display to (All players) the text: Robert Johnson, surrounded by the torn up remains of his beloved dogs, buries one last spear into the chest of a zombie before he his knocked to the ground and eaten alive...
Margret Johnson
Events
Unit - Dog Rancher 0121 <gen> Dies
Conditions
Actions
Trigger - Turn off Johnsons <gen>
Trigger - Turn off Johnson_Command <gen>
Trigger - Turn off Johnsons_Arrive <gen>
Game - Display to (All players) the text: Margaret Johnson laughs as zombie after zombie falls to her arrows, but her laughter turns to terror as a cold hand takes hold of her hair and drags her backwards. As Broken teeth close on her neck, she drops her bow and takes one last look at the sky...
Betty McCorwin
Events
Unit - Tailor 0088 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Betty McCorwin is patching up another's injuries, and doesn't see the zombie slowly appoaching behind her. Then, at the last moment, she notices the zombie, and faints from shock, left vernerable to the unsatiable hunger of the undead...
Larry Kitcher
Events
Unit - Townsfolk 0208 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Larry Kitcher, in a desperate attempt to ward off the undead, sets fire to the surrounding area, but realizes to his horror that they undead don't stop, the burning bodies close in on him and seal his fate...
Peter Kitcher
Events
Unit - Townsfolk 0210 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Peter Kitcher found himself caught between 5 zombies, each fighting over their newest meal, one at each limb, and one at his head. They pulled and pulled and pulled, and with a snap and a sickening tearing noise, Peter Kitcher's life was ended, and his body divided.
Luke Kitcher
Events
Unit - Townsfolk 0209 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Working furiously to bandage his brother's wounds, he neglected to heal his own. Infection and plague slowly drove him to insanity, causing him to cast himself into a crowd of zombies, he was never seen again.
Grayson McCormick
Events
Unit - Town Drunk 0280 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Shitfaced out of his mind, Grayson McCormick stumbled ever deeper into an advancing group of undead, bashing skulls with his empty bottle. Suddenly, the bottle shatters, buries itself into the face of a nearby zombie, and becomes unmovable. Unarmed, Grayson falls prey to his surrounding foes...
Ryan Anderson
Events
Unit - Mechanic 0087 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Surrounded by the living dead, Ryan climbs upon the roof of his car, swinging furiously to keep them at bay. As his energy begins to fail, he realizes there is no hope for him, in an effort to take as many of the zombies down with him as possible, he douses himself in gasoline, lights himself aflame, and dives into the center of the crowd. The smell of burning flesh fills the winds and the crowd burns away, leaving nothing but ashes behind...
Trigger - Turn off Russell_Start <gen>
Russell Anderson
Events
Unit - Mechanic 0205 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Crawling from the wreckage of his crushed vehicle, Russell Anderson looks up to see a zombie before him. He bashes its skull in with his wrench, but finds another behind it, and another, and another, and another, and another... soon his wrench falls from his hand and he collapses from exhaustion, left vernerable to the neverending wave of the undead.
Trigger - Turn off Russell_Start <gen>
Top RightA
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Fresh Zombie for Player 3 (Teal) at (Center of Top_Right_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Top_Right_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Top RightB
Events
Time - Every 38.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Decayed Zombie for Player 3 (Teal) at (Center of Top_Right_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Top_Right_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Top RightC
Events
Time - Every 42.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Plague Maddened Citizen for Player 3 (Teal) at (Center of Top_Right_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Top_Right_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Top RightD
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Damaged Car for Player 3 (Teal) at (Center of Top_Right_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Top_Right_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
NorthA
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Fresh Zombie for Player 3 (Teal) at (Center of Attack_from_North_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack_from_North_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
NorthB
Events
Time - Every 38.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Decayed Zombie for Player 3 (Teal) at (Center of Attack_from_North_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack_from_North_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
NorthC
Events
Time - Every 42.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Plague Maddened Citizen for Player 3 (Teal) at (Center of Attack_from_North_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack_from_North_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
NorthD
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Damaged Car for Player 3 (Teal) at (Center of Attack_from_North_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack_from_North_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
EastA
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Fresh Zombie for Player 3 (Teal) at (Center of East_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in East_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
EastB
Events
Time - Every 38.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Decayed Zombie for Player 3 (Teal) at (Center of East_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in East_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
EastC
Events
Time - Every 42.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Plague Maddened Citizen for Player 3 (Teal) at (Center of East_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in East_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
EastD
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Damaged Car for Player 3 (Teal) at (Center of East_Zombie_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in East_Zombie_Spawn <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Greensmith
Events
Unit - A unit enters Rescue_the_Greensmiths <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Game - Display to (All players) the text: Josh Greensmith:Thank god your here! I didn't know how much longer we could have held out! Come on Tom, were headed back to town!
Unit - Order Townsfolk 0009 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Unit - Order Townsfolk 0044 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn off Greensmith_Defesive <gen>
Trigger - Turn on Greensmith_Command <gen>
Greensmith Defesive
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0009 <gen> to Attack-Move To . (Center of Greensmith_Barricade <gen>)
Unit - Order Townsfolk 0044 <gen> to Attack-Move To . (Center of Greensmith_Barricade <gen>)
Greensmith Defesive at Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0009 <gen> to Attack-Move To . (Center of Greensmith_Town_Defense <gen>)
Unit - Order Townsfolk 0044 <gen> to Attack-Move To . (Center of Greensmith_Town_Defense <gen>)
Greensmith Command
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0009 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Unit - Order Townsfolk 0044 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Greensmiths arrive
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Townsfolk
Actions
Game - Display to (All players) the text: Josh Greensmith:Thank you so much for helping us, we will do our best to help defend this town, here, take these supplies, we have no more use for them, maybe your son could better fortify this place with em'.
Player - Add 100 to Player 1 (Red) . Current gold
Trigger - Turn off (This trigger)
Trigger - Turn off Greensmith_Command <gen>
Trigger - Turn on Greensmith_Defesive_at_Town <gen>
Johnsons
Events
Unit - A unit enters Rescue_the_Johnsons <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Game - Display to (All players) the text: Robert Johnson:What? Survivors at the town, that's great! We'll get headed that way right away!
Unit - Order Dog Rancher 0121 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Unit - Order Dog Rancher 0122 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn off Johnson_Defesive <gen>
Trigger - Turn on Johnson_Command <gen>
Johnson Defesive
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Dog Rancher 0121 <gen> to Attack-Move To . (Center of Johnsons_Barricade <gen>)
Unit - Order Dog Rancher 0122 <gen> to Attack-Move To . (Center of Johnsons_Barricade <gen>)
Johnson Command
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Dog Rancher 0121 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Unit - Order Dog Rancher 0122 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Johnson Defensive at Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Dog Rancher 0121 <gen> to Attack-Move To . (Center of Johnsons_Town_Defense <gen>)
Unit - Order Dog Rancher 0122 <gen> to Attack-Move To . (Center of Johnsons_Town_Defense <gen>)
Johnsons Arrive
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Dog Rancher
Actions
Game - Display to (All players) the text: Margret Johnson:Thanks for the help, I'll set up a new breeding operation here, you can train our dogs to fight the undead for you.
Unit - Create 2 . Guard Dog (Level 1) for Player 2 (Blue) at (Center of Rescue_Zone <gen>) facing Default building facing degrees
Unit - Create 2 . Guard Dog (Level 1) for Player 1 (Red) at (Center of Rescue_Zone <gen>) facing Default building facing degrees
Quest - Create a Required quest titled Almost Human with the description The Johnsons first tried to flee to a nearby group of farms in the woods, only to find them under attack, and among the chaos, a zombie approached them, but instead of the usual stagger and moan, it seemed to be trying to form words... perhaps this event needs more investigation. , using icon path ReplaceableTextures\CommandButtons\BTNDalaranMutant.blp
Quest - Create a quest requirement for (Last created quest) with the description Find the "strange" Zombie
Trigger - Turn off (This trigger)
Trigger - Turn off Johnson_Command <gen>
Trigger - Turn on Johnson_Defensive_at_Town <gen>
Kitchers
Events
Unit - A unit enters Rescue_the_Kitchers <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Larry Kitcher:Go to the barricade at town? Ha! Hell no! We are fine right where we are, hell, we haven't even seen more than 2 zombies at a time.
Wait 8.00 seconds
Game - Display to (All players) the text: Peter Kitcher: Yeah, it would take a huuuuge amount of zombies to make us leave thi- hey... what's that sound...
Wait 4.00 seconds
Game - Display to (All players) the text: Luke Kitcher:ZOMBIES!!!
Unit - Order Townsfolk 0209 <gen> to Move To . (Center of Kitcher_Barricade <gen>)
Unit - Order Townsfolk 0208 <gen> to Move To . (Center of Kitcher_Barricade <gen>)
Unit - Order Townsfolk 0210 <gen> to Move To . (Center of Kitcher_Barricade <gen>)
Unit - Create 10 . Fresh Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of East_Zombie_Spawn <gen>)
Wait 6.00 seconds
Unit - Create 6 . Plague Maddened Citizen for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of East_Zombie_Spawn <gen>)
Wait 7.00 seconds
Unit - Create 8 . Fresh Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of East_Zombie_Spawn <gen>)
Wait 8.00 seconds
Unit - Create 7 . Decayed Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of East_Zombie_Spawn <gen>)
Wait 8.00 seconds
Game - Display to (All players) the text: Luke Kitcher:You were right! We gotta get out of here! Come on brothers, lets get back to town!
Unit - Turn collision for Townsfolk 0208 <gen> Off .
Unit - Order Townsfolk 0209 <gen> to Move To . (Center of Johnsons_Town_Defense <gen>)
Unit - Order Townsfolk 0208 <gen> to Move To . (Center of Johnsons_Town_Defense <gen>)
Unit - Order Townsfolk 0210 <gen> to Move To . (Center of Johnsons_Town_Defense <gen>)
Trigger - Turn on Kitcher_Command <gen>
Unit - Create 8 . Decayed Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Wait 8.00 seconds
Unit - Create 10 . Fresh Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Wait 8.00 seconds
Unit - Create 11 . Fresh Zombie for Player 4 (Purple) at (Center of Zombie_Attack_the_Kitchers <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_Attack_the_Kitchers <gen>) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Forest Zombie Agression
Events
Unit - A unit owned by Player 4 (Purple) . Is attacked
Conditions
Actions
Wait 10.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Forest Zombie Agression Copy
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 4 (Purple)
Actions
Wait 10.00 seconds
Unit - Order (Attacking unit) to Attack-Move To . (Center of Ebony_Creek_Target_Zone <gen>)
Kitcher Command
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0208 <gen> to Move To . (Center of Rescue_Zone <gen>)
Unit - Order Townsfolk 0209 <gen> to Move To . (Center of Rescue_Zone <gen>)
Unit - Order Townsfolk 0210 <gen> to Move To . (Center of Rescue_Zone <gen>)
Kitcher Defensive at Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Townsfolk 0208 <gen> to Attack-Move To . (Center of Johnsons_Town_Defense <gen>)
Unit - Order Townsfolk 0209 <gen> to Attack-Move To . (Center of Greensmith_Town_Defense <gen>)
Unit - Order Townsfolk 0210 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Kitchers Arrive
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Townsfolk
Actions
Unit - Turn collision for Townsfolk 0208 <gen> On .
Game - Display to (All players) the text: Larry Kitcher: Those Zombies might've followed us! Luke, Peter, split up, we can all three help defend this town. By the way, you might want these supplies. Thanks for the help.
Player - Add 40 to Player 1 (Red) . Current gold
Trigger - Turn off (This trigger)
Trigger - Turn off Kitcher_Command <gen>
Trigger - Turn on Kitcher_Defensive_at_Town <gen>
Russell Start
Events
Unit - A unit enters Rescue_Russell <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Russell Anderson:Whew! Somebody came at last! Its a miracle you found me out here, on my way back to town, I hit a zombie but the little bastard managed to tweak an axle, made me crash... I got important news for Ryan though, so if you could help me get back to town that would be... you hear that?
Wait 15.00 seconds
Game - Display to (All players) the text: Russell Anderson:Zombies! Run! I gotta get back to town!
Unit - Create 12 . Fresh Zombie for Player 4 (Purple) at (Center of Zombie_attack_Russ <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_attack_Russ <gen>) to Attack . Mechanic 0205 <gen>
Unit - Order Mechanic 0205 <gen> to Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn on Run_Russell_Run <gen>
Run Russell Run
Events
Unit - A unit Is attacked
Conditions
(Attacked unit) Equal to Mechanic 0205 <gen>
Actions
Wait 10.00 seconds
Unit - Order (Attacked unit) to Move To . (Center of Rescue_Zone <gen>)
Russell Arrives
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Mechanic
Actions
Game - Display to (All players) the text: Russell Anderson:Where's Ryan? I got some important news!
Wait 3.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn off Run_Russell_Run <gen>
Unit - Order Mechanic 0205 <gen> to Move To . (Center of News_to_Ryan <gen>)
Wait 10.00 seconds
Unit - Order Mechanic 0205 <gen> to Move To . (Center of News_to_Ryan <gen>)
Ryan Russ Defensive at Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Mechanic 0205 <gen> to Attack-Move To . (Center of Greensmith_Town_Defense <gen>)
Unit - Order Mechanic 0087 <gen> to Attack-Move To . (Center of Johnsons_Town_Defense <gen>)
Quarentine Time
Events
Unit - A unit enters News_to_Ryan <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Mechanic
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Russell Anderson:Ryan! There you are! I got back to the main city, military everywhere, they told me they were gonna hit Ebony Creek next... but this isn't good news, they have deemed the area too infested and sent soldiers to burn it to the ground! They should be here soon... there they are!!!
Wait 10.00 seconds
Unit - Unpause Quarentine Officer 0236 <gen>
Game - Display to (All players) the text: ???:*chk* area infested, burn everything down, kill on sight. *chk*
Unit - Move Quarentine Officer 0236 <gen> instantly to (Center of Quarentine_Group <gen>)
Unit - Create 5 . Soldier for Player 5 (Yellow) at (Center of Quarentine_Group <gen>) facing Default building facing degrees
Unit - Order Townsfolk 0208 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Townsfolk 0209 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Townsfolk 0210 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Townsfolk 0005 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Town Sheriff 0006 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Dog Rancher 0121 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit - Order Dog Rancher 0122 <gen> to Move To . (Center of Fight_Quarentine <gen>)
Unit Group - Order (Units in Quarentine_Group <gen>) to Attack-Move To . (Center of Main_Barricade_Trio <gen>)
Wait 4.00 seconds
Game - Display to (All players) the text: Ryan Anderson:Damn, our only military help and we gotta kill em', Bring it on!!!
Wait 20.00 seconds
Game - Display to (All players) the text: Russell Anderson:When they hear about this team being put down, they are gonna nuke this place, I hear there is another soldier somewhere past the forest, in the overrun town. If we get to him and his radio, we should be able to call off the strike and get help. But we must hurry, if I can remember correctly, the bombs get here in twenty minutes!
Trigger - Turn on Ryan_Russ_Defensive_at_Town <gen>
Quest - Create a Required quest titled Your Last Hope with the description The nuclear strike on its way, you don't have much time before both the zombies and your entire town are oblitterated. Your only chance is to reach the lost soldier in the overrun town and have him call off the strike until you can escape. , using icon path ReplaceableTextures\CommandButtons\BTNHumanArtilleryUpOne.blp
Set Variable Set Yourlasthope = (Last created quest)
Quest - Create a quest requirement for Yourlasthope with the description Find the Soldier
Quest - Create a quest requirement for Yourlasthope with the description Escort him back to town
Quest - Create a quest requirement for Yourlasthope with the description The Soldier must Survive
Wait 5.00 seconds
Trigger - Turn on Soldier_Start <gen>
Countdown Timer - Start finalcountdown as a One-shot timer that will expire in 1200.00 seconds
Countdown Timer - Create a timer window for finalcountdown with title Nuclear Strike in
Set Variable Set finalcountdowntimer = (Last created timer window)
Failure
Events
Unit - Communications Officer 0265 <gen> Dies
Conditions
Actions
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: All hope is lost...
Game - Defeat Player 6 (Orange) with the message: All hope is lost...
Soldier Start
Events
Unit - A unit enters Rescue_Zach <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Game - Display to (All players) for 6.00 seconds the text: Zach Boston: Survivors!? Shit! Hey! You! Civillian! Get in here! I'll help you get to the extraction point before the airstrike lands...
Wait 6.00 seconds
Unit - Create 11 . Damaged Car for Player 4 (Purple) at (Center of Attack_Zach <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack_Zach <gen>) to Attack-Move To . (Center of Zachs_Barricade <gen>)
Game - Display to (All players) for 6.00 seconds the text: Zach Boston: Wait... more survivors? A whole town you say? Damn! Let's get to them asap! We still have time to get them all to the Extraction point!
Wait 6.00 seconds
Unit - Order Communications Officer 0265 <gen> to Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn on Run_Zach_Run <gen>
Run Zach Run
Events
Unit - A unit Is attacked
Conditions
(Attacked unit) Equal to Communications Officer 0265 <gen>
Actions
Wait 10.00 seconds
Unit - Order (Attacked unit) to Move To . (Center of Rescue_Zone <gen>)
Zach Arrive
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Communications Officer
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off Run_Zach_Run <gen>
Unit - Order Tailor 0088 <gen> to Follow . Townsfolk 0005 <gen>
Unit - Order Town Sheriff 0006 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0009 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0208 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0209 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Dog Rancher 0121 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0005 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0210 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Dog Rancher 0122 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Mechanic 0205 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Mechanic 0087 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Townsfolk 0044 <gen> to Move To . (Random point in Rescue_Zone <gen>)
Unit - Order Town Drunk 0280 <gen> to Move To . (Random point in Rescue_Zone <gen>)
If ((Owner of Coherent Zombie 0288 <gen>) Equal to Player 2 (Blue)) then do (Order Coherent Zombie 0288 <gen> to Move To.(Center of Quarentine_Group <gen>)) else do (Do nothing)
Game - Display to (All players) the text: Zach Boston: Wow, that's a lot of survivors... I'll call evac! ... "This is Boston calling evac. Evac, do you read?"
Wait 5.00 seconds
Game - Display to (All players) the text: Comm line:*gunfire* psh-vac open sir, get tho-pshhhhh-ome, but you better bring-pshhhhh-guns than you had-pssshhhhh-ere getting worked over here! Hurry, we need reinforc-pshhhh ckckck*static*
Destructible - Open Iron Gate 3484 <gen>
Wait 4.00 seconds
Sound - Play FinalCharge <gen>
Game - Display to (All players) the text: Zach Boston: God Damn! Come on everyone! Were going to have to fight our way to the transports!
Game - Display to (All players) the text: Marcus Degrath:You heard the man! Move out!
Unit Group - Order (Units in Ebony_Creek <gen> owned by Player 2 (Blue)) to Attack-Move To . (Center of Evacuation_Point <gen>)
Trigger - Turn on Final_Charge <gen>
Trigger - Turn off Grayson_defend_Town <gen>
Trigger - Turn off Greensmith_Defesive_at_Town <gen>
Trigger - Turn off Johnson_Defensive_at_Town <gen>
Trigger - Turn off Kitcher_Defensive_at_Town <gen>
Trigger - Turn off Main_Barricade_Trio <gen>
Trigger - Turn off Ryan_Russ_Defensive_at_Town <gen>
Unit - Create 10 . Plague Maddened Citizen for Player 3 (Teal) at (Random point in Finalcharge1 <gen>) facing Default building facing degrees
Unit - Create 10 . Decayed Zombie for Player 3 (Teal) at (Random point in Finalcharge1_Copy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Damaged Car for Player 3 (Teal) at (Random point in Finalcharge1_Copy_3 <gen>) facing Default building facing degrees
Unit - Create 13 . Fresh Zombie for Player 3 (Teal) at (Random point in Finalcharge1_Copy_4 <gen>) facing Default building facing degrees
Unit - Create 7 . Diseased Mutation for Player 3 (Teal) at (Random point in Finalcharge1_Copy <gen>) facing Default building facing degrees
Final Charge
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Tailor 0088 <gen> to Follow . Townsfolk 0005 <gen>
Unit - Order Town Sheriff 0006 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0009 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0208 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0209 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Dog Rancher 0121 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0005 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0210 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Dog Rancher 0122 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Mechanic 0205 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Mechanic 0087 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Townsfolk 0044 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Communications Officer 0265 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
Unit - Order Town Drunk 0280 <gen> to Attack-Move To . (Center of Evacuation_Point <gen>)
If ((Owner of Coherent Zombie 0288 <gen>) Equal to Player 2 (Blue)) then do (Order Coherent Zombie 0288 <gen> to Attack-Move To.(Center of Evacuation_Point <gen>)) else do (Do nothing)
Victory
Events
Unit - A unit enters End_Game <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Unit - Pause all units
Trigger - Turn off Camera <gen>
Trigger - Turn off Turn_Around_2 <gen>
Trigger - Turn off Turn_Around <gen>
Trigger - Turn off Turn_Left <gen>
Trigger - Turn off Turn_Right <gen>
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Play (Picked unit)'s standvictory animation)
Cinematic - Fade out over 0.50 seconds using texture Dream and color ( 100.00 %, 0.00 %, 0.00 %) with 15.00 % transparency
Cinematic - Turn cinematic mode On for (All players)
Trigger - Turn off Failure <gen>
Unit - Create 1 . Soldier for Player 5 (Yellow) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 1 . Soldier for Player 5 (Yellow) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 1 . Soldier for Player 5 (Yellow) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 1 . Soldier for Player 5 (Yellow) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 1 . Soldier for Player 5 (Yellow) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Unit - Create 5 . Fresh Zombie for Player 3 (Teal) at (Random point in Final_Cinematic <gen>) facing Default building facing degrees
Camera - . Apply . gg_cam_Rocketview for Player 1 (Red) over 0.50 seconds
Camera - . Apply . gg_cam_Rocketview for Player 6 (Orange) over 0.50 seconds
Wait 1.00 seconds
Camera - . Apply . gg_cam_Rocketview2 for Player 6 (Orange) over 8.00 seconds
Camera - . Apply . gg_cam_Rocketview2 for Player 1 (Red) over 8.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Demon Hunter (Evil) named Narrator at (Center of (Playable map area)) : Play No sound and display As Ebony Creek is completely overrun by the undead, its citizens fleeing via high tech army transport, a powerful nuclear missile streaks towards its target... . Modify duration: Set to 8.00 seconds and Wait
Sound - Play CharmTarget1 <gen>
Camera - . Apply . gg_cam_Final_Cinematic_View for Player 1 (Red) over 3.00 seconds
Camera - . Apply . gg_cam_Final_Cinematic_View for Player 6 (Orange) over 3.00 seconds
Wait 2.00 seconds
Sound - Play BuildingDeathLargeHuman <gen>
Cinematic - Fade out over 1.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Times up
Events
Time - finalcountdown expires
Conditions
Actions
Countdown Timer - Destroy finalcountdowntimer
Trigger - Turn off Victory <gen>
Trigger - Turn off Camera <gen>
Trigger - Turn off Turn_Around <gen>
Trigger - Turn off Turn_Around_2 <gen>
Trigger - Turn off Turn_Left <gen>
Trigger - Turn off Turn_Right <gen>
Camera - Lock camera target for Player 1 (Red) to Townsfolk 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Townsfolk 0238 <gen> , offset by ( 0 , 0 ) using Default rotation
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Townsfolk 0003 <gen> named Marcus Degrath : Play No sound and display Hurry Everyone! The nuke is almost here! . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from Townsfolk 0003 <gen> named Marcus Degrath : Play No sound and display ...oh...my...go- . Modify duration: Set to 2.00 seconds and Don't wait
Sound - Play CharmTarget1 <gen>
Wait 2.00 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 3
Camera - Shake the camera for Player 6 (Orange) with magnitude 3
Sound - Play BuildingDeathLargeHuman <gen>
Cinematic - Fade out and back in over 2.00 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Environment - Change terrain type at (Center of (Playable map area)) to Northrend - Dark Dirt using variation -1 in an area of size 1000000000 and shape Square
Environment - Create Blight for Player 1 (Red) across (Playable map area)
Destructible - Pick every destructible in (Playable map area) and do (Kill (Picked destructible))
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 6 (Orange) .
Wait 6.00 seconds
Game - Defeat Player 1 (Red) with the message: Too Late...
Game - Defeat Player 6 (Orange) with the message: Too Late...
Grayson Start
Events
Unit - Town Drunk 0280 <gen> 's life becomes Less than 400.00
Conditions
Actions
Unit - Change ownership of Town Drunk 0280 <gen> to Player 2 (Blue) and Retain color
Unit - Set life of Town Drunk 0280 <gen> to 100 %
Game - Display to (All players) the text: Grayson McCormick:Oh, wha... you aren't a zombie! Bah, I'll give you guys a hand back at town, anything to get back at those filthy undead...*hic*
Unit - Order Town Drunk 0280 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn on Grayson_Command <gen>
Grayson Command
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Town Drunk 0280 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Grayson Arrives
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Town Drunk
Actions
Game - Display to (All players) the text: Grayson McCormick:Aye... give me some skulls to crack, I'm getting bored! *hic*
Trigger - Turn off (This trigger)
Trigger - Turn off Grayson_Command <gen>
Trigger - Turn on Grayson_defend_Town <gen>
Grayson defend Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Town Drunk 0280 <gen> to Attack-Move To . (Center of Greensmith_Town_Defense <gen>)
Spawn Help
Events
Unit - Coherent Zombie 0288 <gen> 's life becomes Less than 1000.00
Conditions
Actions
Unit - Create 10 . Fresh Zombie for Player 3 (Teal) at (Center of Zombies_at_ruins <gen>) facing Default building facing degrees
Unit - Change ownership of Coherent Zombie 0288 <gen> to Player 2 (Blue) and Retain color
Unit - Set life of Coherent Zombie 0288 <gen> to 100 %
Game - Display to (All players) the text: The zombie let's out a pained moan, and with a look of something like sadness on its face, turns and begins tearing apart the others. Has this individual retained their concious mind?
Unit - Order Coherent Zombie 0288 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn on Zombie_Help <gen>
Zombie Help
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Coherent Zombie 0288 <gen> to Attack-Move To . (Center of Rescue_Zone <gen>)
Soldiers attack you
Events
Unit - A unit enters Quarentine_that_zombie <gen>
Conditions
(Triggering unit) Equal to Coherent Zombie 0288 <gen>
Actions
Trigger - Turn off (This trigger)
Unit - Create 3 . Soldier for Player 5 (Yellow) at (Random point in Quarentine_that_zombie <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Soldier:*Chk* We have a lose expieriment traveling with a survivor, terminate both immediately. *Chk*
Zombie Arrives
Events
Unit - A unit enters Rescue_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Coherent Zombie
Actions
Game - Display to (All players) the text: The Zombie tries to thank you, but when all it can muster is a frightening groan, he gives up, and goes to help defend the town.
Trigger - Turn off (This trigger)
Trigger - Turn off Zombie_Help <gen>
Trigger - Turn on Zombie_Defend_Town <gen>
Zombie Defend Town
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Coherent Zombie 0288 <gen> to Attack-Move To . (Center of Johnsons_Town_Defense <gen>)
LOSER
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Unit
Actions
Trigger - Turn off Camera <gen>
Camera - Set (Owner of Unit) 's camera Angle of attack to 20.00 over 0.25 seconds
Wait 0.25 seconds
Camera - Set (Owner of Unit) 's camera Angle of attack to 330.00 over 0.50 seconds
Wait 0.75 seconds
Camera - Set (Owner of Unit) 's camera Angle of attack to 90.00 over 0.50 seconds
Camera - Pan camera for (Owner of Unit) to ((Position of Unit) offset by 75.00 towards (Facing of Unit) degrees.) over 0.75 seconds
Cinematic - Fade out over 0.50 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.50 seconds
Game - Defeat Player 1 (Red) with the message: You have been devoured...
Camera Transition Death
Events
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 0.00 over 0.50 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 360.00 over 0.50 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Unit) over 0.50 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 0.50 seconds
Camera - Pan camera for Player 1 (Red) to ((Position of Unit) offset by 75.00 towards (Facing of Unit) degrees.) over 0.00 seconds
Camera
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 0.00 over 0 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 360.00 over 0 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Unit) over 0.50 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 0 seconds
Camera - Pan camera for Player 1 (Red) to ((Position of Unit) offset by 75.00 towards (Facing of Unit) degrees.) over 0 seconds
Camera Transition
Events
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 0.00 over 1.00 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 360.00 over 1.00 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Unit) over 1.00 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 1.00 seconds
Camera - Pan camera for Player 1 (Red) to ((Position of Unit) offset by 75.00 towards (Facing of Unit) degrees.) over 1.00 seconds
Wait 1.00 seconds
Trigger - Turn on Camera <gen>
ON
Events
Player - Player 1 (Red) types a chat message containing FP ON (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Order Unit to Stop .
Trigger - Run Camera_Transition <gen> (checking conditions)
Trigger - Turn off (This trigger)
Trigger - Turn on OFF <gen>
Trigger - Turn on Turn_Around_2 <gen>
Trigger - Turn on Turn_Around <gen>
Trigger - Turn on Turn_Left <gen>
Trigger - Turn on Turn_Right <gen>
Trigger - Turn on LOSER <gen>
OFF
Events
Player - Player 1 (Red) types a chat message containing FP OFF (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Camera <gen>
Trigger - Turn off (This trigger)
Trigger - Turn on ON <gen>
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Trigger - Turn off Turn_Around_2 <gen>
Trigger - Turn off Turn_Around <gen>
Trigger - Turn off Turn_Left <gen>
Trigger - Turn off Turn_Right <gen>
Trigger - Turn off LOSER <gen>
Turn Left
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Unit - Order Unit to Stop .
Unit - Make Unit face ((Facing of Unit) + 45.00) over 1.00 seconds
Wait 1.00 seconds
Turn Right
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
Unit - Order Unit to Stop .
Unit - Make Unit face ((Facing of Unit) - 45.00) over 1.00 seconds
Wait 1.00 seconds
Turn Around
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Unit - Order Unit to Stop .
Unit - Make Unit face ((Facing of Unit) + 180.00) over 1.00 seconds
Wait 1.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Turn_Around_2 <gen>
Turn Around 2
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Unit - Order Unit to Stop .
Unit - Make Unit face ((Facing of Unit) - 180.00) over 1.00 seconds
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