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Triggers
Escape from Zombie Town V7.w3x
Variables
Initialisierung
Text
Leaderboard
Leaderboard2
Range
Gewitter
Quest
Steine am anfang
Initialization
Auserhalb der HQs
Door destroy
Door destroyed Attack1
Reanimate Zombie
Reanimate Licker
Alliance
Colors
Give controll if player isnt here
Give controll if player has left
Set name
Weapons
Weapon Sound Soldier
Weapon Sound Soldier2
Weapon Sound Sniper
Weapon Sound Medic
Weapon Sound Rocketeer
Ein paar sachen
Weg zum wald rechts
---------------------------
Aktivieren
Vorm Heliport
---------------------------
Leute rennen aus hoehle
Leute sind da gleich stoppen
Spinnen Koenigin tot
Video wenn man geholfen hat
Defeat
Einheitengruppe
Defeat
Spieler rauswerfen
Spieler rauswerfen Kopieren
Spieler rauswerfen Kopieren 2
Spieler rauswerfen
Spieler rauswerfen Kopieren 3
Spieler rauswerfen Kopieren 4
Spieler rauswerfen Kopieren 5
Doors
Door1
Door2Forest
Door3
Door1 Kopieren
Tuer zu spieler gruen
Door1 Kopieren 3
Door1 Kopieren 3 Kopieren
Door1 Kopieren 3 Kopieren Kopieren
Endlevel Schreine
Unhide Schrein
Unhide Schrein Kopieren
Tuer
Tuer Kopieren
Traps
----------TRAP1-----------
Hide door Unit
Unhide
Open doors+Move
Fallen tueren offen
Units move
----------TRAP2-------
Tuer zu und Teleport
Tuer zur naechsen ebene1
Tuer zur naechsen ebene2
Tuer zur naechsen ebene3
Tuer zur naechsen ebene4
Visible Area
Enter area
Labyrinth/einsturz
Vorm Heli
Helikopter
TuerRot
TuerBlau
TuerTeal
TuerLila
TuerGelb
Player Green
Video
Zombies come
Zombies Move
Dialog
Brennende Stadt
Tuer oeffnen
Kurzer sound1
Kurzer sound2
Video bevor der falle
Mann
Mann Stirbt
HundeFalle
Falle1
Tuer zu Falle 2
Falle2
Tuer ende
Ammonation abzug
Soldier Red ammo
Soldier Red ammo Kopieren
Firebat ammo
Soldier Red ammo Kopieren 2
Soldier Red ammo Kopieren 3
Soldier Red ammo Kopieren 3 Kopieren
Add ammonation at beginning
Red
Blue
Teal
Purple
Yellow
Pink
Maximal Ammo
Soldier red
Soldier red Kopieren
Soldier red Kopieren 2
Soldier red Kopieren 3
Soldier red Kopieren 4
Soldier red Kopieren 4 Kopieren
No Ammo
Red no Ammo
Blue no Ammo
Teal no Ammo
Purple no Ammo
Yellow no Ammo
Pink no Ammo
Stop Attack
Stop attack Red
Stop attack Blue
Stop attack Teal
Stop attack Purple
Stop attack Yellow
Stop attack Pink
Bonus bereiche
Spinnenhoehle
Spinnenhoehle Kopieren
Ammo becomes 1 or more
Unbezeichneter Auslöser 001
Unbezeichneter Auslöser 001 Kopieren
Unbezeichneter Auslöser 001 Kopieren 2
Unbezeichneter Auslöser 001 Kopieren 3
Unbezeichneter Auslöser 001 Kopieren 4
Unbezeichneter Auslöser 001 Kopieren 3 Kopieren
Ammo types
Unbezeichneter Auslöser 002
Unbezeichneter Auslöser 002 Kopieren 2
Unbezeichneter Auslöser 002 Kopieren 3
Unbezeichneter Auslöser 002 Kopieren
Unbezeichneter Auslöser 002 Kopieren Kopieren
Unbezeichneter Auslöser 002 Kopieren 4
Explosionen
Claymore
Grenade
Grenade Terrain Effect
Flamestrike effect
Racketen Werfer
Kamera
Kamera1
Kamera Red
Kamera Blue
Kamera Teal
Kamera Purple
Kamera Yellow
Kamera Pink
Kamera2
Kamera2 Rot
Kamera2 Blau
Kamera2 Teal
Kamera2 Lila
Kamera2 Gelb
Kamera2 Pink
Kamera1 wiederherstellen
Kamera Rot zurueck
Kamera Blau zurueck
Kamera Teal zurueck
Kamera Lila zurueck
Kamera Gelb zurueck
Kamera Pink zurueck
Kamera2
Kamera2 rot2
Kamera2 blau2
Kamera2 teal2
Kamera2 lila2
Kamera2 gelb2
Kamera2 pink2
Gegner setzen
Erste gegner
Gegner im wald
Gegner im Bereich ueberm Wald
Bereich danach
Heliport
Wasserbereich nach heliport
See
Hundefalle
Noch ne Falle
Ein Bereich halt
Wald Nr 2
NO TEAMKILLS!!!
No Teamkills
ENDBOSS
Hide
Unhide and Attack
Nemesis Sound
Rettung
Teleportation
Helikopter Video
Helikopter kommt
Spieler ist Tot
Spieler Rot
Spieler Blau
Spieler Teal
Spieler Lila
Spieler Gelb
Spieler Rosa
Spieler Belebt sich
Rot Belebt sich
Blau Belebt sich
Teal Belebt sich
Lila Belebt sich
Gelb Belebt sich
Rosa Belebt sich
Reanimation
Marine 1 is tot
Marine 2 is tot
Firebat is tot
Demo is tot
Sniper is tot
Medic is tot
---------------------------
Marine 1 in 3 min
Marine 2 in 3 min
Firebat in 3 min
Sniper in 3 min
Demo in 3 min
Medic in 3 min
---------------------------
Reanimiert
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
Name
Type
is_array
initial_value
Defeat
group
No
Erde1
location
No
Reanimate
integer
No
Text
Events
Map initialization
Conditions
Actions
Wait 12.00 seconds
Game - Display to (All players) for 30 seconds the text: |cffFF0000Escape from Zombie Townby Diablo-6Some ideas by SS[4]VegetaIf you want to change you Camera type -cam1 or -cam2
Leaderboard
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Ammonation
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0
Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0
Leaderboard - Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value 0
Leaderboard2
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to (Player 1 (Red) Current gold)
Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to (Player 2 (Blue) Current gold)
Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to (Player 3 (Teal) Current lumber)
Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to (Player 4 (Purple) Current gold)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to (Player 5 (Yellow) Current gold)
Leaderboard - Change the value for Player 8 (Pink) in (Last created leaderboard) to (Player 8 (Pink) Current gold)
Range
Events
Map initialization
Conditions
Actions
Unit - Set |cff484848Marine 0178 <gen> acquisition range to 1000.00
Unit - Set |cff484848Marine 0179 <gen> acquisition range to 1000.00
Unit - Set |cff484848Sniper 0351 <gen> acquisition range to 1800.00
Unit - Set |cff484848Demolitions 0352 <gen> acquisition range to 1000.00
Unit - Set |cff484848Firebat 0180 <gen> acquisition range to 800.00
Unit - Set |cff484848Medic 0432 <gen> acquisition range to 1000.00
Gewitter
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Sound - Play LightningBolt <gen> at 100 % volume, located at (Position of |cff484848Marine 0178 <gen>) with Z offset 0
Sound - Play LightningBolt <gen> at 100 % volume, located at (Position of |cff484848Marine 0179 <gen>) with Z offset 0
Sound - Play LightningBolt <gen> at 100 % volume, located at (Position of |cff484848Sniper 0351 <gen>) with Z offset 0
Sound - Play LightningBolt <gen> at 100 % volume, located at (Position of |cff484848Demolitions 0352 <gen>) with Z offset 0
Sound - Play LightningBolt <gen> at 100 % volume, located at (Position of |cff484848Firebat 0180 <gen>) with Z offset 0
Wait 2 seconds
Sound - Play RollingThunder1 <gen> at 100 % volume, located at (Position of |cff484848Marine 0178 <gen>) with Z offset 0
Sound - Play RollingThunder1 <gen> at 100 % volume, located at (Position of |cff484848Marine 0179 <gen>) with Z offset 0
Sound - Play RollingThunder1 <gen> at 100 % volume, located at (Position of |cff484848Sniper 0351 <gen>) with Z offset 0
Sound - Play RollingThunder1 <gen> at 100 % volume, located at (Position of |cff484848Demolitions 0352 <gen>) with Z offset 0
Sound - Play RollingThunder1 <gen> at 100 % volume, located at (Position of |cff484848Firebat 0180 <gen>) with Z offset 0
Quest
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Aim & Story with the description You are a Swat Team sended to kill the Zombies in the Town and Nemesis.You will meet a few town Peoples if you help them they maybe help you.You have to kill Nemesis and then you must escape from the City. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Required quest titled Ammonation with the description In the whole map are Ammonation Boxes.If you have 0 ammonation your Soldier cant attack enemies.If you find ammonation your Soldier can attack , using icon path ReplaceableTextures\CommandButtons\BTNDwarvenLongRifle.blp
Quest - Create a Required quest titled Map made with the description The map is made by Diablo-6.And thx to SS[4]Vegeta for some ideas like the Medic^^ , using icon path ReplaceableTextures\CommandButtons\BTNTemp.blp
Quest - Create a Required quest titled Camera with the description To change the cameratype -cam1 or -cam2 , using icon path ReplaceableTextures\WorldEditUI\Doodad-Cinematic.blp
Quest - Create a Required quest titled Bonus Place with the description There is one Bonus place you dont have to go there but there are some good items for you and maybe some ammo^^ , using icon path ReplaceableTextures\CommandButtons\BTNSpider.blp
Steine am anfang
Events
Destructible - Barrel of Explosives 0469 <gen> dies
Conditions
Actions
Destructible - Kill Rock Chunks 0417 <gen>
Destructible - Kill Rock Chunks 0422 <gen>
Destructible - Kill Rock Chunks 0423 <gen>
Destructible - Kill Rock Chunks 0427 <gen>
Destructible - Kill Rock Chunks 0418 <gen>
Destructible - Kill Rock Chunks 0421 <gen>
Destructible - Kill Rock Chunks 0424 <gen>
Destructible - Kill Rock Chunks 0428 <gen>
Destructible - Kill Rock Chunks 0420 <gen>
Destructible - Kill Rock Chunks 0419 <gen>
Destructible - Kill Rock Chunks 0425 <gen>
Destructible - Kill Rock Chunks 0426 <gen>
Initialization
Events
Map initialization
Conditions
Actions
Environment - Set sky to Felwood Sky
Floating Text - Create floating text that reads Swat HQ at (Center of Anfangs_angriff <gen>) with Z offset 0 , using font size 10 , color ( 30.00 %, 100 %, 30.00 %), and 0 % transparency
Floating Text - Create floating text that reads Spider cave at (Center of Gebiet_074 <gen>) with Z offset 0 , using font size 10 , color ( 30.00 %, 100.00 %, 30.00 %), and 0 % transparency
Unit - Hide Generator 0783 <gen>
Unit - Hide Generator 0782 <gen>
Destructible - Open Iron Gate 0508 <gen>
Cinematic - Turn cinematic mode On for (All players)
Wait 2 seconds
Cinematic - Send transmission to (All players) from |cff484848Marine 0178 <gen> named Soldier : Play No sound and display What the hell are this things!? . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff484848Sniper 0351 <gen> named Sniper : Play No sound and display I dont know but we killed them. . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff484848Marine 0178 <gen> named Soldier : Play AbominationPissed5 <gen> and display Did you hear that?Look at the door!!!More of them!!! . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Auserhalb der HQs
Events
Unit - A unit enters Units_at_beginning <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Entering unit) named Soldier : Play No sound and display What happened here?!Lets search survivors maybe they can tell us more about that what happened here.And crew.. turn the nightvision on it will be a long night.... . Modify duration: Set to 8.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Door destroy
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 23.00
Game - Turn the day/night cycle Off
Wait 3.00 seconds
Unit - Order |cffC4260BZombie 0058 <gen> to Attack . Dungeon Gate 0000 <gen>
Unit - Order |cffC4260BZombie 0055 <gen> to Attack . Dungeon Gate 0000 <gen>
Unit - Order |cffC4260BZombie 0059 <gen> to Attack . Dungeon Gate 0000 <gen>
Door destroyed Attack1
Events
Destructible - Dungeon Gate 0000 <gen> dies
Conditions
Actions
Sound - Play AbominationPissed5 <gen>
Unit Group - Pick every unit in (Units in Units_at_beginning <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Anfangs_angriff <gen>)
.
Reanimate Zombie
Events
Unit - A unit Dies
Conditions
(((Dying unit) is A structure) Equal to False) and (((Dying unit) is Mechanical) Equal to False)
(Unit-type of (Dying unit)) Equal to |cffC4260BZombie
Actions
Set Variable Set Reanimate = (Random integer number between 1 and 3)
Wait 30.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Reanimate Equal to 1
Then - Actions
Unit - Replace (Dying unit) with a |cffC4260BCrimson Head using The new unit's max life and mana
Else - Actions
.
Reanimate Licker
Events
Unit - A unit Dies
Conditions
(((Dying unit) is A structure) Equal to False) and (((Dying unit) is Mechanical) Equal to False)
(Unit-type of (Dying unit)) Equal to |cffC4260BLicker
Actions
Set Variable Set Reanimate = (Random integer number between 1 and 4)
Wait 30.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Reanimate Equal to 1
Then - Actions
Unit - Replace (Dying unit) with a |cffC4260BLicker using The new unit's max life and mana
Else - Actions
Alliance
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally
Hero - Set Hunter 0431 <gen> Hero-level to 10 , Hide level-up graphics
Hero - Set Hunter 1089 <gen> Hero-level to 20 , Hide level-up graphics
Unit - Hide |cff4AA5FFApache 1090 <gen>
Colors
Events
Map initialization
Conditions
Actions
Player - Change color of Player 1 (Red) to Blue , Changing color of existing units
Player - Change color of Player 3 (Teal) to Red , Changing color of existing units
Player - Change color of Player 4 (Purple) to Maroon , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Brown , Changing color of existing units
Player - Change color of Player 6 (Orange) to Maroon , Changing color of existing units
Player - Change color of Player 8 (Pink) to Red , Changing color of existing units
Give controll if player isnt here
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
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Then - Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Then - Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Then - Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Then - Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Then - Actions
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Else - Actions
Give controll if player has left
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Marine 0178 <gen>)) + has left the game!)
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Marine 0179 <gen>)) + has left the game!)
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Firebat 0180 <gen>)) + has left the game!)
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Sniper 0351 <gen>)) + has left the game!)
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Demolitions 0352 <gen>)) + has left the game!)
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of |cff484848Medic 0432 <gen>)) + has left the game!)
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Trigger - Turn off (This trigger)
Else - Actions
Set name
Events
Map initialization
Conditions
Actions
Player - Set name of Player 1 (Red) to ((Name of Player 1 (Red)) + (Marine1))
Player - Set name of Player 2 (Blue) to ((Name of Player 2 (Blue)) + (Marine2))
Player - Set name of Player 3 (Teal) to ((Name of Player 3 (Teal)) + (Firebat))
Player - Set name of Player 4 (Purple) to ((Name of Player 4 (Purple)) + (Sniper))
Player - Set name of Player 5 (Yellow) to ((Name of Player 5 (Yellow)) + (Demolitions))
Player - Set name of Player 6 (Orange) to |cff891212Undead
Player - Set name of Player 7 (Green) to |cff4AA5FFSurvivors
Player - Set name of Player 8 (Pink) to ((Name of Player 8 (Pink)) + (Medic))
Weapons
Events
Map initialization
Conditions
Actions
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Marine 0178 <gen> using war3mapImported\Konstrukt_AssaultRifleAttachment.MDX
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Marine 0179 <gen> using war3mapImported\Konstrukt_AssaultRifleAttachment.MDX
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Medic 0432 <gen> using war3mapImported\Konstrukt_SubmachinegunAttachment.MDX
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Demolitions 0352 <gen> using war3mapImported\Konstrukt_SubmachinegunAttachment.MDX
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Firebat 0180 <gen> using war3mapImported\Konstrukt_FlameThrowerAttachment.MDX
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of |cff484848Sniper 0351 <gen> using war3mapImported\Konstrukt_SniperAttachment.MDX
Weapon Sound Soldier
Events
Unit - |cff484848Marine 0178 <gen> Notices a target in range
Conditions
Actions
Sound - Play GyrocopterImpactHit1 <gen> at 100 % volume, attached to |cff484848Marine 0178 <gen>
Weapon Sound Soldier2
Events
Unit - |cff484848Marine 0179 <gen> Notices a target in range
Conditions
Actions
Sound - Play GyrocopterImpactHit1 <gen> at 100 % volume, attached to |cff484848Marine 0179 <gen>
Weapon Sound Sniper
Events
Unit - |cff484848Sniper 0351 <gen> Notices a target in range
Conditions
Actions
Sound - Play RiflemanAttack2 <gen> at 100 % volume, attached to |cff484848Sniper 0351 <gen>
Weapon Sound Medic
Events
Unit - |cff484848Medic 0432 <gen> Notices a target in range
Conditions
Actions
Sound - Play GyrocopterImpactHit1 <gen> at 100 % volume, attached to |cff484848Medic 0432 <gen>
Weapon Sound Rocketeer
Events
Unit - |cff484848Demolitions 0352 <gen> Notices a target in range
Conditions
Actions
Sound - Play GyrocopterImpactHit1 <gen> at 100 % volume, attached to |cff484848Demolitions 0352 <gen>
Weg zum wald rechts
Events
Unit - A unit enters Gebiet_082 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Entering unit) named Soldier : Play No sound and display We cant go there.Lets go back and search another way. . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Aktivieren
Events
Unit - Hunter 0431 <gen> Dies
Conditions
Actions
Trigger - Turn on Vorm_Heliport <gen>
Vorm Heliport
Events
Unit - A unit enters Gebiet_082 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Entering unit) named Soldier : Play No sound and display Ok this is one of the 2 heliports i hope Mike is here and can fly us out.... . Modify duration: Set to 3.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Leute rennen aus hoehle
Events
Unit - A unit enters Leute_rennen_raus <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Unit Group - Pick every unit in (Units in Gebiet_074 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Gebiet_048 <gen>)
Cinematic - Send transmission to (All players) from Villager 0109 <gen> named Survivor : Play No sound and display Help us!!!!When the zombies came we fled to this cave.But its full of giant spiders!!!please can you try to save our friends??? . Modify duration: Set to 7.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Entering unit) named Soldier : Play No sound and display We dont have much time for your friends maybe we help you. . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Game - Display to (All players) for 15.00 seconds the text: |cffFF0000You can help this people but you dont have to help them!If you help them then you maybe get some good items!
Leute sind da gleich stoppen
Events
Unit - A unit enters Gebiet_048 <gen>
Conditions
(Race of (Entering unit)) Equal to Human
((Entering unit) is A Hero) Equal to False
Actions
Trigger - Turn off (This trigger)
Wait 2.00 seconds
Unit - Order (Entering unit) to Stop .
Spinnen Koenigin tot
Events
Unit - Giant spider queen 0039 <gen> Dies
Conditions
Actions
Trigger - Turn on Video_wenn_man_geholfen_hat <gen>
Video wenn man geholfen hat
Events
Unit - A unit enters Gebiet_079 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of Treffen_wenn_man_geholfen_hat <gen>)
Cinematic - Send transmission to (All players) from (Entering unit) named Soldier : Play No sound and display Im sorry...We only found your freinds dead....But we killed the spider queen and you can go back in the cave. . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0109 <gen> named Survivor : Play No sound and display Okay...but thanks for trying to help them....good luck . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Einheitengruppe
Events
Map initialization
Conditions
Actions
Unit Group - Add |cff484848Marine 0178 <gen> to Defeat
Unit Group - Add |cff484848Marine 0179 <gen> to Defeat
Unit Group - Add |cff484848Firebat 0180 <gen> to Defeat
Unit Group - Add |cff484848Sniper 0351 <gen> to Defeat
Unit Group - Add |cff484848Demolitions 0352 <gen> to Defeat
Unit Group - Add |cff484848Medic 0432 <gen> to Defeat
Defeat
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(All units of Defeat are dead) Equal to True
Then - Actions
Game - Defeat Player 1 (Red) with the message: Defeat! Try again with a better Team!
Game - Defeat Player 2 (Blue) with the message: Defeat! Try again with a better Team!
Game - Defeat Player 3 (Teal) with the message: Defeat! Try again with a better Team!
Game - Defeat Player 4 (Purple) with the message: Defeat! Try again with a better Team!
Game - Defeat Player 5 (Yellow) with the message: Defeat! Try again with a better Team!
Game - Defeat Player 8 (Pink) with the message: Defeat! Try again with a better Team!
Else - Actions
Spieler rauswerfen Kopieren
Events
Player - Player 1 (Red) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -km1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Kicked!
Spieler rauswerfen Kopieren 2
Events
Player - Player 1 (Red) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -km2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Kicked!
Spieler rauswerfen
Events
Player - Player 1 (Red) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kfire (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Kicked!
Spieler rauswerfen Kopieren 3
Events
Player - Player 1 (Red) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -ksn (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Kicked!
Spieler rauswerfen Kopieren 4
Events
Player - Player 1 (Red) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kdemo (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Kicked!
Spieler rauswerfen Kopieren 5
Events
Player - Player 1 (Red) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kmed (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Kicked!
Door1
Events
Unit - Generator 0301 <gen> Dies
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0140 <gen>) for 4.00 seconds
Destructible - Open Iron Gate 0140 <gen>
Door2Forest
Events
Unit - Generator 0302 <gen> Dies
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0139 <gen>) for 4.00 seconds
Unit Group - Pick every unit in (Units in Hunde_kommen_angerannt_anfang <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Sammelpunkt_Hunde_anfang <gen>)
Destructible - Open Iron Gate 0139 <gen>
Door3
Events
Unit - Generator 0303 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0138 <gen>
Door1 Kopieren
Events
Unit - Generator 0304 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0142 <gen>
Tuer zu spieler gruen
Events
Unit - |cff5BB700Mutant 0349 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0135 <gen>
Destructible - Open Iron Gate 0135 <gen>
Door1 Kopieren 3
Events
Unit - |cff5BB700Mutant 0350 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0141 <gen>
Door1 Kopieren 3 Kopieren
Events
Unit - Hunter 0431 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0416 <gen>
Trigger - Turn on Vorm_Heliport <gen>
Door1 Kopieren 3 Kopieren Kopieren
Events
Unit - Flesh Golem 0328 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 1093 <gen>
Unhide Schrein
Events
Unit - Generator 0780 <gen> Dies
Conditions
Actions
Unit - Unhide Generator 0782 <gen>
Unhide Schrein Kopieren
Events
Unit - Generator 0782 <gen> Dies
Conditions
Actions
Unit - Unhide Generator 0783 <gen>
Tuer
Events
Unit - Generator 0783 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 1094 <gen>
Tuer Kopieren
Events
Unit - Generator 0778 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 1095 <gen>
Hide door Unit
Events
Map initialization
Conditions
Actions
Unit - Hide |cff5BB700Mutant 0350 <gen>
Unhide
Events
Unit - |cffC4260BAbomination 0187 <gen> Dies
Conditions
Actions
Unit - Unhide |cff5BB700Mutant 0350 <gen>
Unit - Order |cff5BB700Mutant 0350 <gen> to Attack-Move To . (Center of Sammelnpunkt_Falle <gen>)
Fallen tueren offen
Events
Unit - |cffC4260BFrost-Wyrm 0218 <gen> Dies
Conditions
Actions
Sound - Play AbominationPissed5 <gen> at 100 % volume, located at (Center of Sammelnpunkt_Falle <gen>) with Z offset 0
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0136 <gen>) for 4.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0137 <gen>) for 4.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0134 <gen>) for 4.00 seconds
Destructible - Open Iron Gate 0134 <gen>
Destructible - Open Iron Gate 0136 <gen>
Destructible - Open Iron Gate 0137 <gen>
Units move
Events
Unit - |cffC4260BFrost-Wyrm 0218 <gen> Dies
Conditions
Actions
Destructible - Close Iron Gate 0135 <gen>
Unit Group - Pick every unit in (Units in Monster1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Sammelnpunkt_Falle <gen>)
Unit Group - Pick every unit in (Units in Monster3 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Sammelnpunkt_Falle <gen>)
Unit Group - Pick every unit in (Units in Monster2 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Sammelnpunkt_Falle <gen>)
Tuer zu und Teleport
Events
Unit - A unit enters WasserfalleC <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Close Iron Gate 0508 <gen>
Destructible - Open Iron Gate 0506 <gen>
Destructible - Open Iron Gate 0507 <gen>
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of WasserfalleC <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of WasserfalleC <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of WasserfalleC <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of WasserfalleC <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of WasserfalleC <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of WasserfalleC <gen>)
Unit Group - Pick every unit in (Units in Wasserfalle <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of WasserfalleC <gen>)
Unit Group - Pick every unit in (Units in WasserfalleB <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of WasserfalleC <gen>)
Trigger - Turn off (This trigger)
Tuer zur naechsen ebene1
Events
Unit - |cff5BB700Mutant 0485 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0505 <gen>
Tuer zur naechsen ebene2
Events
Unit - |cff5BB700Mutant 0485 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0530 <gen>
Destructible - Open Iron Gate 0508 <gen>
Tuer zur naechsen ebene3
Events
Unit - |cff5BB700Mutant 0546 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0509 <gen>
Tuer zur naechsen ebene4
Events
Unit - |cff5BB700Mutant 0547 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0510 <gen>
Enter area
Events
Unit - A unit enters Visible_area <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Visible_area <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Visible_area <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Visible_area <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Visible_area <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Visible_area <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Visible_area <gen>
Trigger - Turn off (This trigger)
Vorm Heli
Events
Unit - A unit enters Gebiet_vor_Einsturz <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of Gebiet_vor_Einsturz <gen>)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display Look its Mike!Fast go into the Helicopter! . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff4AA5FFApache 0616 <gen> named Mike : Play No sound and display Hey guys i searched you the whole time! Fast jump in! . Modify duration: Set to 2.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display More zombies!Run!We have to get out of here! . Modify duration: Set to 4.00 seconds and Wait
Unit Group - Pick every unit in (Units in Gebiet_vor_Einsturz <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Einsturz <gen>)
Helikopter
Events
Unit - A unit enters Einsturz <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Camera - Shake the camera for Player 1 (Red) with magnitude 75.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 75.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 75.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 75.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 75.00
Camera - Shake the camera for Player 8 (Pink) with magnitude 75.00
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play SargerasRoar <gen> and display What the hell.....?Whats this noise and whats happening!? . Modify duration: Set to 5.00 seconds and Wait
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Camera - Stop swaying/shaking the camera for Player 5 (Yellow) .
Camera - Stop swaying/shaking the camera for Player 8 (Pink) .
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of RotTeleportieren <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of BlauTeleportieren <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of TealTeleportieren <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of lilaTeleportieren <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of GelbTeleportieren <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of lilaTeleportieren <gen>)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display Ouch... *cough*...If you can hear me......then try to find a way.......out of here... . Modify duration: Set to 6.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
TuerRot
Events
Unit - Generator 0621 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0538 <gen>
TuerBlau
Events
Unit - Generator 0620 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0539 <gen>
TuerTeal
Events
Unit - Generator 0619 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0540 <gen>
TuerLila
Events
Unit - Generator 0618 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0541 <gen>
TuerGelb
Events
Unit - Generator 0617 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0542 <gen>
Video
Events
Unit - A unit enters Player_Green <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Marine 1141 <gen> named Officer : Play No sound and display Hey come fast and help us to kill this zombies!!! . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Game - Set the time of day to 24.00
Zombies come
Events
Game - The in-game time of day becomes Equal to 24.00
Conditions
Actions
Sound - Play ShadeYesAttack2 <gen> at 100 % volume, located at (Center of Zombie_attack1 <gen>) with Z offset 0
Sound - Play ShadeYesAttack2 <gen> at 100 % volume, located at (Center of Zombie_attack2 <gen>) with Z offset 0
Sound - Play ShadeYesAttack2 <gen> at 100 % volume, located at (Center of Zombie_Sammelpunkt <gen>) with Z offset 0
Unit - Create 20 . |cffC4260BZombie for Player 6 (Orange) at (Center of Zombie_attack1 <gen>) facing Default building facing degrees
Unit - Create 20 . |cffC4260BZombie for Player 6 (Orange) at (Center of Zombie_attack2 <gen>) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 10 . |cffC4260BLicker for Player 6 (Orange) at (Center of Zombie_attack1 <gen>) facing Default building facing degrees
Unit - Create 10 . |cffC4260BLicker for Player 6 (Orange) at (Center of Zombie_attack2 <gen>) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 10 . |cffC4260BCrow for Player 6 (Orange) at (Center of Zombie_attack1 <gen>) facing Default building facing degrees
Unit - Create 10 . |cffC4260BCrow for Player 6 (Orange) at (Center of Zombie_attack2 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BAbomination for Player 6 (Orange) at (Center of Zombie_attack1 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BAbomination for Player 6 (Orange) at (Center of Zombie_attack2 <gen>) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 1 . |cff5BB700Mutant for Player 6 (Orange) at (Center of Zombie_attack1 <gen>) facing Default building facing degrees
Unit - Create 1 . |cff5BB700Mutant for Player 6 (Orange) at (Center of Zombie_attack2 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Zombies Move
Events
Unit - A unit enters Zombie_attack1 <gen>
Unit - A unit enters Zombie_attack2 <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in Zombie_attack1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Zombie_Sammelpunkt <gen>)
Unit Group - Pick every unit in (Units in Zombie_attack2 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Zombie_Sammelpunkt <gen>)
Dialog
Events
Game - The in-game time of day becomes Equal to 24.00
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cffFF0000 Soldier:|cffFFFFFF Ok we help you but say me what happened here!?
Wait 10.00 seconds
Game - Display to (All players) for 50.00 seconds the text: |cffFF0000 Officer:|cffFFFFFF How every day i walked in the city and looked for criminals.Then i saw a Portal that was on the street and around it were over 100 Zombies and they killed all people they saw!Then they ran after me but i was too fast for them....Then me and a few survivors went to this weapon shop here.
Tuer oeffnen
Events
Unit - Demon Gate 0965 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0878 <gen>
Kurzer sound1
Events
Unit - A unit enters Friedhof <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Hunter 0431 <gen> named Hunter : Play No sound and display . Modify duration: Set to 3.00 seconds and Don't wait
Sound - Play VarimathrasWhat2 <gen>
Kurzer sound2
Events
Unit - A unit enters Spawn_Deaktivieren <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Order Hunter 1089 <gen> to Attack-Move To . (Center of Spawn_Deaktivieren <gen>)
Cinematic - Send transmission to (All players) from Hunter 1089 <gen> named Hunter : Play No sound and display . Modify duration: Set to 2.00 seconds and Don't wait
Sound - Play VarimathrasReady1 <gen>
Mann
Events
Unit - A unit enters Hundefalle_Hinrennen <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Camera - Pan camera for Player 1 (Red) to (Position of Villager 0963 <gen>) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of Villager 0963 <gen>) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of Villager 0963 <gen>) over 0 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of Villager 0963 <gen>) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of Villager 0963 <gen>) over 0 seconds
Unit - Order Villager 0963 <gen> to Move To . (Center of Hundefalle_Hinrennen <gen>)
Cinematic - Send transmission to (All players) from Villager 0963 <gen> named Man : Play AbominationPissed5 <gen> and display Run away dont go there or they kill you! . Modify duration: Set to 5.00 seconds and Wait
Unit - Kill Villager 0963 <gen>
Wait 0.50 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
Mann Stirbt
Events
Unit - Villager 0963 <gen> Dies
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Position of (Dying unit)) facing Default building facing degrees
Trigger - Turn off (This trigger)
Falle1
Events
Unit - A unit enters HundefalleAktivieren <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Open Iron Gate 0881 <gen>
Destructible - Open Iron Gate 0882 <gen>
Unit Group - Pick every unit in (Units in Hundefalle2 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle_Hinrennen <gen>)
Unit Group - Pick every unit in (Units in Hundefalle1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle_Hinrennen <gen>)
Trigger - Turn off (This trigger)
Tuer zu Falle 2
Events
Unit - |cffC4260BZombie Marine 0961 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0885 <gen>
Falle2
Events
Unit - A unit enters Hundefalle2Akivieren <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Open Iron Gate 0880 <gen>
Destructible - Open Iron Gate 0879 <gen>
Destructible - Open Iron Gate 0883 <gen>
Destructible - Open Iron Gate 0884 <gen>
Unit Group - Pick every unit in (Units in HundeFalle5 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle_Hinrennen <gen>)
Unit Group - Pick every unit in (Units in Hundefalle6 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle_Hinrennen <gen>)
Unit Group - Pick every unit in (Units in Hundefalle3 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle2Akivieren <gen>)
Unit Group - Pick every unit in (Units in Hundefalle4 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Hundefalle2Akivieren <gen>)
Trigger - Turn off (This trigger)
Tuer ende
Events
Unit - |cffC4260BZombie Marine 0962 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0886 <gen>
Soldier Red ammo
Events
Unit - |cff484848Marine 0178 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 1 (Red) . Current gold
Soldier Red ammo Kopieren
Events
Unit - |cff484848Marine 0179 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 2 (Blue) . Current gold
Firebat ammo
Events
Unit - |cff484848Firebat 0180 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 3 (Teal) . Current lumber
Soldier Red ammo Kopieren 2
Events
Unit - |cff484848Sniper 0351 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 4 (Purple) . Current gold
Soldier Red ammo Kopieren 3
Events
Unit - |cff484848Demolitions 0352 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 5 (Yellow) . Current gold
Soldier Red ammo Kopieren 3 Kopieren
Events
Unit - |cff484848Medic 0432 <gen> Notices a target in range
Conditions
Actions
Player - Add -1 to Player 8 (Pink) . Current gold
Red
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 400
Blue
Events
Map initialization
Conditions
Actions
Player - Set Player 2 (Blue) . Current gold to 400
Teal
Events
Map initialization
Conditions
Actions
Player - Set Player 3 (Teal) . Current lumber to 1000
Purple
Events
Map initialization
Conditions
Actions
Player - Set Player 4 (Purple) . Current gold to 400
Yellow
Events
Map initialization
Conditions
Actions
Player - Set Player 5 (Yellow) . Current gold to 400
Pink
Events
Map initialization
Conditions
Actions
Player - Set Player 8 (Pink) . Current gold to 400
Soldier red
Events
Player - Player 1 (Red) 's Current gold becomes Greater than 400.00
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 400
Game - Display to Player Group - Player 1 (Red) for 20.00 seconds the text: You cant get more than 400 Ammo per clip
Soldier red Kopieren
Events
Player - Player 2 (Blue) 's Current gold becomes Greater than 400.00
Conditions
Actions
Player - Set Player 2 (Blue) . Current gold to 400
Game - Display to Player Group - Player 2 (Blue) for 20.00 seconds the text: You cant get more than 400 Ammo per clip
Soldier red Kopieren 2
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than 1000.00
Conditions
Actions
Player - Set Player 3 (Teal) . Current lumber to 1000
Game - Display to Player Group - Player 3 (Teal) for 20.00 seconds the text: You cant get more than 1000 ammo
Soldier red Kopieren 3
Events
Player - Player 4 (Purple) 's Current gold becomes Greater than 400.00
Conditions
Actions
Player - Set Player 4 (Purple) . Current gold to 400
Game - Display to Player Group - Player 4 (Purple) for 20.00 seconds the text: You cant get more than 400 Ammo per clip
Soldier red Kopieren 4
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than 400.00
Conditions
Actions
Player - Set Player 5 (Yellow) . Current gold to 400
Game - Display to Player Group - Player 5 (Yellow) for 20.00 seconds the text: You cant get more than 400 Ammo per clip
Soldier red Kopieren 4 Kopieren
Events
Player - Player 8 (Pink) 's Current gold becomes Greater than 400.00
Conditions
Actions
Player - Set Player 8 (Pink) . Current gold to 400
Game - Display to Player Group - Player 8 (Pink) for 20.00 seconds the text: You cant get more than 400 Ammo per clip
Red no Ammo
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Red <gen>
Blue no Ammo
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Blue <gen>
Teal no Ammo
Events
Player - Player 3 (Teal) 's Current lumber becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Teal <gen>
Purple no Ammo
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Purple <gen>
Yellow no Ammo
Events
Player - Player 5 (Yellow) 's Current gold becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Yellow <gen>
Pink no Ammo
Events
Player - Player 8 (Pink) 's Current gold becomes Equal to 0.00
Conditions
Actions
Trigger - Turn on Stop_attack_Pink <gen>
Stop attack Red
Events
Unit - |cff484848Marine 0178 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Marine 0178 <gen> to Stop .
Stop attack Blue
Events
Unit - |cff484848Marine 0179 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Marine 0179 <gen> to Stop .
Stop attack Teal
Events
Unit - |cff484848Firebat 0180 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Firebat 0180 <gen> to Stop .
Stop attack Purple
Events
Unit - |cff484848Sniper 0351 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Sniper 0351 <gen> to Stop .
Stop attack Yellow
Events
Unit - |cff484848Demolitions 0352 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Demolitions 0352 <gen> to Stop .
Stop attack Pink
Events
Unit - |cff484848Demolitions 0352 <gen> Notices a target in range
Conditions
Actions
Unit - Order |cff484848Medic 0432 <gen> to Stop .
Spinnenhoehle
Events
Unit - A unit enters Gebiet_074 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Gebiet_078 <gen>)
Spinnenhoehle Kopieren
Events
Unit - A unit enters Gebiet_077 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Gebiet_079 <gen>)
Unbezeichneter Auslöser 001
Events
Player - Player 1 (Red) 's Current gold becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Red <gen>
Unbezeichneter Auslöser 001 Kopieren
Events
Player - Player 2 (Blue) 's Current gold becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Blue <gen>
Unbezeichneter Auslöser 001 Kopieren 2
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Teal <gen>
Unbezeichneter Auslöser 001 Kopieren 3
Events
Player - Player 4 (Purple) 's Current gold becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Purple <gen>
Unbezeichneter Auslöser 001 Kopieren 4
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Yellow <gen>
Unbezeichneter Auslöser 001 Kopieren 3 Kopieren
Events
Player - Player 8 (Pink) 's Current gold becomes Greater than 1.00
Conditions
Actions
Trigger - Turn off Stop_attack_Pink <gen>
Unbezeichneter Auslöser 002
Events
Player - Player 1 (Red) 's Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 0
Unbezeichneter Auslöser 002 Kopieren 2
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set Player 2 (Blue) . Current lumber to 0
Unbezeichneter Auslöser 002 Kopieren 3
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set Player 4 (Purple) . Current lumber to 0
Unbezeichneter Auslöser 002 Kopieren
Events
Player - Player 5 (Yellow) 's Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set Player 5 (Yellow) . Current lumber to 0
Unbezeichneter Auslöser 002 Kopieren Kopieren
Events
Player - Player 8 (Pink) 's Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set Player 8 (Pink) . Current lumber to 0
Unbezeichneter Auslöser 002 Kopieren 4
Events
Player - Player 3 (Teal) 's Current gold becomes Greater than 0.00
Conditions
Actions
Player - Set Player 3 (Teal) . Current gold to 0
Claymore
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Claymore
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Grenade
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Grenade
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Grenade Terrain Effect
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Grenade
Actions
Set Variable Set Erde1 = (Target point of ability being cast)
Wait 1.00 seconds
Environment - Change terrain type at Erde1 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
Environment - Change terrain type at Erde1 to Dalaran Ruins - Rough Dirt using variation -1 in an area of size 2 and shape Circle
Flamestrike effect
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flamestrike
Actions
Set Variable Set Erde1 = (Target point of ability being cast)
Wait 1.00 seconds
Environment - Change terrain type at Erde1 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
Racketen Werfer
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rocket Launcher
Actions
Set Variable Set Erde1 = (Target point of ability being cast)
Wait 0.50 seconds
Special Effect - Create a special effect at Erde1 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Environment - Change terrain type at Erde1 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
Environment - Change terrain type at Erde1 to Dalaran Ruins - Rough Dirt using variation -1 in an area of size 2 and shape Circle
Kamera Red
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 1 (Red) to |cff484848Marine 0178 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of |cff484848Marine 0178 <gen>) over 0.50 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 1 (Red) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 1 (Red) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera Blue
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 2 (Blue) to |cff484848Marine 0179 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Rotation to (Facing of |cff484848Marine 0179 <gen>) over 0.50 seconds
Camera - Set Player 2 (Blue) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 2 (Blue) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera Teal
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 3 (Teal) to |cff484848Firebat 0180 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 3 (Teal) 's camera Rotation to (Facing of |cff484848Firebat 0180 <gen>) over 0.50 seconds
Camera - Set Player 3 (Teal) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 3 (Teal) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 3 (Teal) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera Purple
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 4 (Purple) to |cff484848Sniper 0351 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 4 (Purple) 's camera Rotation to (Facing of |cff484848Sniper 0351 <gen>) over 0.50 seconds
Camera - Set Player 4 (Purple) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 4 (Purple) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 4 (Purple) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera Yellow
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 5 (Yellow) to |cff484848Demolitions 0352 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 5 (Yellow) 's camera Rotation to (Facing of |cff484848Demolitions 0352 <gen>) over 0.50 seconds
Camera - Set Player 5 (Yellow) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 5 (Yellow) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 5 (Yellow) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera Pink
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 8 (Pink) to |cff484848Medic 0432 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 8 (Pink) 's camera Rotation to (Facing of |cff484848Medic 0432 <gen>) over 0.50 seconds
Camera - Set Player 8 (Pink) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 8 (Pink) 's camera Distance to target to (Distance to target of gg_cam_Camera_001) over 0.00 seconds
Camera - Set Player 8 (Pink) 's camera Field of view to (Field of view of gg_cam_Camera_001) over 0.00 seconds
Kamera2 Rot
Events
Player - Player 1 (Red) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Red <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_rot2 <gen>
Kamera2 Blau
Events
Player - Player 2 (Blue) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Blue <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_blau2 <gen>
Kamera2 Teal
Events
Player - Player 3 (Teal) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Teal <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_teal2 <gen>
Kamera2 Lila
Events
Player - Player 4 (Purple) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Purple <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_lila2 <gen>
Kamera2 Gelb
Events
Player - Player 5 (Yellow) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Yellow <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_gelb2 <gen>
Kamera2 Pink
Events
Player - Player 8 (Pink) types a chat message containing -cam2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Pink <gen>
Wait 0.05 seconds
Camera - Reset camera for Player 8 (Pink) to standard game-view over 0 seconds
Wait 0.05 seconds
Trigger - Turn on Kamera2_pink2 <gen>
Kamera Rot zurueck
Events
Player - Player 1 (Red) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_rot2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Red <gen>
Kamera Blau zurueck
Events
Player - Player 2 (Blue) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_blau2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Blue <gen>
Kamera Teal zurueck
Events
Player - Player 3 (Teal) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_teal2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Teal <gen>
Kamera Lila zurueck
Events
Player - Player 4 (Purple) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_lila2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Purple <gen>
Kamera Gelb zurueck
Events
Player - Player 5 (Yellow) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_gelb2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Yellow <gen>
Kamera Pink zurueck
Events
Player - Player 8 (Pink) types a chat message containing -cam1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera2_pink2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Pink <gen>
Kamera2 rot2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 1 (Red) to |cff484848Marine 0178 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 1 (Red) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 1 (Red) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 1 (Red) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Kamera2 blau2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 2 (Blue) to |cff484848Marine 0179 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 2 (Blue) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 2 (Blue) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 2 (Blue) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Kamera2 teal2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 3 (Teal) to |cff484848Firebat 0180 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 3 (Teal) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 3 (Teal) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 3 (Teal) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Kamera2 lila2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 4 (Purple) to |cff484848Sniper 0351 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 4 (Purple) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 4 (Purple) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 4 (Purple) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Kamera2 gelb2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 5 (Yellow) to |cff484848Demolitions 0352 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 5 (Yellow) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 5 (Yellow) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 5 (Yellow) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Kamera2 pink2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Change camera smoothing factor to 10.00
Camera - Lock camera target for Player 8 (Pink) to |cff484848Medic 0432 <gen> , offset by ( 0 , 0 ) using The unit's rotation
Camera - Set Player 8 (Pink) 's camera Angle of attack to (Angle of attack of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 8 (Pink) 's camera Distance to target to (Distance to target of gg_cam_Camera_002) over 0.00 seconds
Camera - Set Player 8 (Pink) 's camera Field of view to (Field of view of gg_cam_Camera_002) over 0.00 seconds
Erste gegner
Events
Unit - A unit enters Units_at_beginning <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_042 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_043 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_045 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_044 <gen>) facing Default building facing degrees
Gegner im wald
Events
Unit - A unit enters Gebiet_044 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hunde_kommen_angerannt_anfang <gen>) facing Default building facing degrees
Gegner im Bereich ueberm Wald
Events
Unit - Generator 0303 <gen> Dies
Conditions
Actions
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Gebiet_046 <gen>) facing Default building facing degrees
Bereich danach
Events
Unit - |cff5BB700Mutant 0349 <gen> Dies
Conditions
Actions
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Hunde_und_Zombies_bei_Wyrm <gen>) facing Default building facing degrees
Unit - Create 20 . |cffC4260BZombie for Player 6 (Orange) at (Center of Monster3 <gen>) facing Default building facing degrees
Unit - Create 15 . |cffC4260BLicker for Player 6 (Orange) at (Center of Monster2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BAbomination for Player 6 (Orange) at (Center of Monster1 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Center of Monster1 <gen>) facing Default building facing degrees
Heliport
Events
Unit - Hunter 0431 <gen> Dies
Conditions
Actions
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_047 <gen>) facing Default building facing degrees
Wasserbereich nach heliport
Events
Unit - |cff5BB700Mutant 0485 <gen> Dies
Conditions
Actions
Unit - Create 6 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_048 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_048 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_048 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_048 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_049 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_050 <gen>) facing Default building facing degrees
Unit - Create 6 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_049 <gen>) facing Default building facing degrees
Unit - Create 6 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Gebiet_050 <gen>) facing Default building facing degrees
See
Events
Unit - A unit enters Marine_and_Cerberus_Spawn <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BLicker for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_071 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BCrow for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_073 <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_070 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Unit - Create 2 . Murloc Mutant for Player 6 (Orange) at (Random point in Gebiet_072 <gen>) facing Default building facing degrees
Hundefalle
Events
Unit - Hunter 1089 <gen> Dies
Conditions
Actions
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hundefalle1 <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hundefalle2 <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hundefalle4 <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hundefalle3 <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of HundeFalle5 <gen>) facing Default building facing degrees
Unit - Create 7 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Hundefalle6 <gen>) facing Default building facing degrees
Noch ne Falle
Events
Unit - Flesh Golem 0964 <gen> Dies
Conditions
Actions
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_060 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_061 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_062 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_063 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_064 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_065 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_066 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_067 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_068 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_069 <gen>) facing Default building facing degrees
Ein Bereich halt
Events
Unit - Flesh Golem 0328 <gen> Dies
Conditions
Actions
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_051 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_052 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_053 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_054 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_055 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_056 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_057 <gen>) facing Default building facing degrees
Unit - Create 4 . |cffC4260BZombie Marine for Player 6 (Orange) at (Random point in Gebiet_058 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_059 <gen>) facing Default building facing degrees
Wald Nr 2
Events
Unit - Generator 0783 <gen> Dies
Conditions
Actions
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BGiant Spider for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
Unit - Create 3 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald2 <gen>) facing Default building facing degrees
No Teamkills
Events
Unit - A unit owned by Player 1 (Red) . Is attacked
Unit - A unit owned by Player 2 (Blue) . Is attacked
Unit - A unit owned by Player 3 (Teal) . Is attacked
Unit - A unit owned by Player 4 (Purple) . Is attacked
Unit - A unit owned by Player 5 (Yellow) . Is attacked
Unit - A unit owned by Player 7 (Green) . Is attacked
Unit - A unit owned by Player 8 (Pink) . Is attacked
Conditions
(Race of (Attacking unit)) Equal to Human
Actions
Unit - Order (Attacking unit) to Stop .
Hide
Events
Map initialization
Conditions
Actions
Unit - Hide Tyrant 0784 <gen>
Unhide and Attack
Events
Unit - Flesh Golem 1062 <gen> Dies
Conditions
Actions
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of Teleport_heros_at_end <gen>)
Destructible - Close Iron Gate 1095 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Endboss <gen>
Sound - Play Doom <gen>
Unit - Unhide Tyrant 0784 <gen>
Trigger - Turn on Nemesis_Sound <gen>
Hero - Set Tyrant 0784 <gen> Hero-level to 25 , Hide level-up graphics
Unit - Set Tyrant 0784 <gen> acquisition range to 1000000000.00
Nemesis Sound
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Sound - Play SargerasRoar <gen> at 100 % volume, attached to Tyrant 0784 <gen>
Teleportation
Events
Unit - Tyrant 0784 <gen> Dies
Conditions
Actions
Trigger - Turn off Nemesis_Sound <gen>
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera_Purple <gen>
Trigger - Turn off Kamera_Red <gen>
Trigger - Turn off Kamera_Teal <gen>
Trigger - Turn off Kamera_Yellow <gen>
Trigger - Turn off Kamera2_blau2 <gen>
Trigger - Turn off Kamera2_gelb2 <gen>
Trigger - Turn off Kamera2_lila2 <gen>
Trigger - Turn off Kamera2_pink2 <gen>
Trigger - Turn off Kamera2_rot2 <gen>
Trigger - Turn off Kamera2_teal2 <gen>
Wait 1.00 seconds
Unit - Unhide |cff4AA5FFApache 1090 <gen>
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Reset camera for Player 8 (Pink) to standard game-view over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Rettung <gen>) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Rettung <gen>) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Rettung <gen>) over 0 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Rettung <gen>) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Rettung <gen>) over 0 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Rettung <gen>) over 0 seconds
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of Rettung <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of Rettung <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of Rettung <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of Rettung <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of Rettung <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of Rettung <gen>)
Helikopter Video
Events
Unit - Tyrant 0784 <gen> Dies
Conditions
Actions
Unit - Change ownership of |cff484848Marine 0178 <gen> to Player 9 (Gray) and Retain color
Unit - Change ownership of |cff484848Marine 0179 <gen> to Player 9 (Gray) and Retain color
Unit - Change ownership of |cff484848Firebat 0180 <gen> to Player 9 (Gray) and Retain color
Unit - Change ownership of |cff484848Sniper 0351 <gen> to Player 9 (Gray) and Retain color
Unit - Change ownership of |cff484848Demolitions 0352 <gen> to Player 9 (Gray) and Retain color
Unit - Change ownership of |cff484848Medic 0432 <gen> to Player 9 (Gray) and Retain color
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from |cff484848Marine 0179 <gen> named Soldier : Play SadMystery <gen> and display Ok this is the end....I make a signal now.I hope Mike will see it. . Modify duration: Set to 6.00 seconds and Wait
Special Effect - Create a special effect at (Center of Rettung <gen>) using Abilities\Spells\Human\Flare\FlareCaster.mdl
Wait 5.00 seconds
Game - Set the time of day to 1.00
Helikopter kommt
Events
Game - The in-game time of day becomes Equal to 1.00
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 8 (Pink) to |cff4AA5FFApache 1090 <gen> , offset by ( 0 , 0 ) using Default rotation
Unit - Order |cff4AA5FFApache 1090 <gen> to Move To . (Center of Rettung <gen>)
Cinematic - Send transmission to (All players) from |cff4AA5FFApache 1090 <gen> named Mike : Play No sound and display Hi.What the Hell are these "things" in the city!? . Modify duration: Set to 6.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff484848Marine 0179 <gen> named Soldier : Play No sound and display Oh its a long Story i'll tell you later.I think its better if you fly us out from this city...and then lets destroy this city... everyone is a zombie now!Oh i hope the zombies wont go to other citys........................ . Modify duration: Set to 8.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff4AA5FFApache 1090 <gen> named Mike : Play No sound and display Ok ay fast come in! . Modify duration: Set to 3.00 seconds and Wait
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Marine 0178 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Marine 0179 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Firebat 0180 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Sniper 0351 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Demolitions 0352 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Load . |cff484848Medic 0432 <gen>
Wait 1.00 seconds
Unit - Order |cff4AA5FFApache 1090 <gen> to Move To . (Center of Ende <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Game - Display to (All players) for 30 seconds the text: |cffFF0000Thx for playing my mapYou did it you won!Try to host this map as often as you can ;-)oh and you will win in 30 secounds (Game End)
Wait 30.00 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 8 (Pink) ( Show dialogs, Show scores)
Spieler Rot
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Marine 0178 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Red <gen>
Trigger - Turn off Kamera2_rot2 <gen>
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Else - Actions
Spieler Blau
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Marine 0179 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera2_blau2 <gen>
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Else - Actions
Spieler Teal
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Firebat 0180 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Teal <gen>
Trigger - Turn off Kamera2_teal2 <gen>
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Else - Actions
Spieler Lila
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Sniper 0351 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Purple <gen>
Trigger - Turn off Kamera2_lila2 <gen>
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Else - Actions
Spieler Gelb
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Demolitions 0352 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Yellow <gen>
Trigger - Turn off Kamera2_gelb2 <gen>
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Else - Actions
Spieler Rosa
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Medic 0432 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off Kamera_Pink <gen>
Trigger - Turn off Kamera2_pink2 <gen>
Camera - Reset camera for Player 8 (Pink) to standard game-view over 0 seconds
Else - Actions
Rot Belebt sich
Events
Unit - |cff484848Marine 0178 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_rot2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Red <gen>
Trigger - Turn on Kamera2_Rot <gen>
Blau Belebt sich
Events
Unit - |cff484848Marine 0179 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_blau2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Blue <gen>
Trigger - Turn on Kamera2_Blau <gen>
Teal Belebt sich
Events
Unit - |cff484848Firebat 0180 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_teal2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Teal <gen>
Trigger - Turn on Kamera2_Teal <gen>
Lila Belebt sich
Events
Unit - |cff484848Sniper 0351 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_lila2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Purple <gen>
Trigger - Turn on Kamera2_Lila <gen>
Gelb Belebt sich
Events
Unit - |cff484848Demolitions 0352 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_gelb2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Yellow <gen>
Trigger - Turn on Kamera2_Gelb <gen>
Rosa Belebt sich
Events
Unit - |cff484848Medic 0432 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to Medkit
Actions
Trigger - Turn off Kamera2_pink2 <gen>
Wait 0.50 seconds
Trigger - Turn on Kamera_Pink <gen>
Trigger - Turn on Kamera2_Pink <gen>
Marine 1 is tot
Events
Unit - |cff484848Marine 0178 <gen> Dies
Conditions
Actions
Trigger - Turn on Marine_1_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: Marine1 is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Marine 0178 <gen> at (Position of |cff484848Marine 0178 <gen>) , Hide revival graphics
Animation - Play |cff484848Marine 0178 <gen> 's death animation
Unit - Set life of |cff484848Marine 0178 <gen> to 1.00
Unit - Make |cff484848Marine 0178 <gen> Invulnerable
Unit - Pause |cff484848Marine 0178 <gen>
Marine 2 is tot
Events
Unit - |cff484848Marine 0179 <gen> Dies
Conditions
Actions
Trigger - Turn on Marine_2_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: Marine2 is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Marine 0179 <gen> at (Position of |cff484848Marine 0179 <gen>) , Hide revival graphics
Animation - Play |cff484848Marine 0179 <gen> 's death animation
Unit - Set life of |cff484848Marine 0179 <gen> to 1.00
Unit - Make |cff484848Marine 0179 <gen> Invulnerable
Unit - Pause |cff484848Marine 0179 <gen>
Firebat is tot
Events
Unit - |cff484848Firebat 0180 <gen> Dies
Conditions
Actions
Trigger - Turn on Firebat_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: The Firebat is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Firebat 0180 <gen> at (Position of |cff484848Firebat 0180 <gen>) , Hide revival graphics
Animation - Play |cff484848Firebat 0180 <gen> 's death animation
Unit - Set life of |cff484848Firebat 0180 <gen> to 1.00
Unit - Make |cff484848Firebat 0180 <gen> Invulnerable
Unit - Pause |cff484848Firebat 0180 <gen>
Demo is tot
Events
Unit - |cff484848Demolitions 0352 <gen> Dies
Conditions
Actions
Trigger - Turn on Sniper_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: The Demolitions is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Demolitions 0352 <gen> at (Position of |cff484848Demolitions 0352 <gen>) , Hide revival graphics
Animation - Play |cff484848Demolitions 0352 <gen> 's death animation
Unit - Set life of |cff484848Demolitions 0352 <gen> to 1.00
Unit - Make |cff484848Demolitions 0352 <gen> Invulnerable
Unit - Pause |cff484848Demolitions 0352 <gen>
Sniper is tot
Events
Unit - |cff484848Sniper 0351 <gen> Dies
Conditions
Actions
Trigger - Turn on Demo_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: The Sniper is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Sniper 0351 <gen> at (Position of |cff484848Sniper 0351 <gen>) , Hide revival graphics
Animation - Play |cff484848Sniper 0351 <gen> 's death animation
Unit - Set life of |cff484848Sniper 0351 <gen> to 1.00
Unit - Make |cff484848Sniper 0351 <gen> Invulnerable
Unit - Pause |cff484848Sniper 0351 <gen>
Medic is tot
Events
Unit - |cff484848Medic 0432 <gen> Dies
Conditions
Actions
Trigger - Turn on Medic_in_3_min <gen>
Game - Display to (All players) for 30 seconds the text: The Medic is almost dead go and help him or he will die in 3 Minutes
Hero - Instantly revive |cff484848Medic 0432 <gen> at (Position of |cff484848Medic 0432 <gen>) , Hide revival graphics
Animation - Play |cff484848Medic 0432 <gen> 's death animation
Unit - Set life of |cff484848Medic 0432 <gen> to 1.00
Unit - Make |cff484848Medic 0432 <gen> Invulnerable
Unit - Pause |cff484848Medic 0432 <gen>
Marine 1 in 3 min
Events
Unit - |cff484848Marine 0178 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Marine_1_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Marine 0178 <gen>
Marine 2 in 3 min
Events
Unit - |cff484848Marine 0179 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Marine_2_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Marine 0179 <gen>
Firebat in 3 min
Events
Unit - |cff484848Firebat 0180 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Firebat_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Firebat 0180 <gen>
Sniper in 3 min
Events
Unit - |cff484848Sniper 0351 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Sniper_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Sniper 0351 <gen>
Demo in 3 min
Events
Unit - |cff484848Demolitions 0352 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Demo_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Demolitions 0352 <gen>
Medic in 3 min
Events
Unit - |cff484848Medic 0432 <gen> 's life becomes Less than 1000000000.00
Conditions
Actions
Trigger - Turn off Medic_is_tot <gen>
Wait 180.00 seconds
Unit - Kill |cff484848Medic 0432 <gen>
Reanimiert
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reanimation
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Marine 0178 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
Trigger - Turn on Marine_1_is_tot <gen>
Trigger - Turn off Marine_1_in_3_min <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Marine 0179 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
Trigger - Turn on Marine_2_is_tot <gen>
Trigger - Turn off Marine_2_in_3_min <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Firebat 0180 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
Trigger - Turn on Firebat_is_tot <gen>
Trigger - Turn off Firebat_in_3_min <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Sniper 0351 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
Trigger - Turn on Sniper_is_tot <gen>
Trigger - Turn off Sniper_in_3_min <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Demolitions 0352 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
Trigger - Turn on Demo_is_tot <gen>
Trigger - Turn off Demo_in_3_min <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to |cff484848Medic 0432 <gen>
Then - Actions
Wait 1.00 seconds
Unit - Set life of (Target unit of ability being cast) to 100000000.00
Animation - Play (Target unit of ability being cast) 's stand animation
Unit - Make (Target unit of ability being cast) Vulnerable
Unit - Unpause (Target unit of ability being cast)
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