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Triggers
Ground Zero V0.94e.w3x
Variables
Initialization
Initialization
Income
Starting resources
Money Income
energy income
Nuclear energy income
capturing Control Points
capturing Fusion Coil Manufacturing Plant
Events
misc.
add sound to spartan
add sound to spartan hero
chopper attack animation
chopper death
add effect to champion hero weapon
Not Found
ERROR
ERROR Copy
ERROR Copy 2
ERROR Copy 3
ERROR Copy 4
ERROR Copy 5
ERROR Copy 6
ERROR Copy 7
ERROR Copy 8
ERROR Copy 9
ERROR Copy 10
ERROR Copy 10 Copy
hint
hint 3
hint 4
hint 5
give gold
EEW
Spore Cloud Infest units
Infests a Marine
Infests a Marine Copy
Infests an Engineer
Infests an ODST
Infests an ODST Copy
Infests a Sniper
Infests a Sniper Copy
Infests a Corpse
Infests an SReg
Infests an SepSniper
Infests an SZel
Infests an SepSpec
Infests a LReg
Infests a LReg Copy
Infests a LReg Copy Copy
Infests a LCap
Infests a LGuard
Infests a LSpec
Infests a LChef
Infests a MReg
Infests a MGun
Infests a coalitiont worker
Infests a Undecided
Infests a MSpec
Capture Warship
Carrier spawn Infectors
Carrier spawn Infectors Copy
Growth Pod cluster death
Growth Pod death
growth pod cluster
Train Infector Drones
spore cloud created
Coalition
Train basic squad
Train basic squad Copy
Train basic squad Copy Copy
Train basic squad Copy Copy Copy
Train hunting pair
Info
Wall of Text
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
allunits
group
No
Launchers
group
No
Point
location
No
Initialization
Events
Map initialization
Conditions
Actions
Player - Change color of Player 9 (Gray) to Maroon , Changing color of existing units
Floating Text - Create floating text that reads Earth at (Center of Earth <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Alliance at (Center of Alliance <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Halcyon at (Center of Halcyon <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Terraxis at (Center of Terraxis <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Sanguineus at (Center of Sanguineus <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Mars at (Center of Mars <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Ferox at (Center of Ferox <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Cyclone at (Center of Cyclone <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads //UNK.00112354.1100.INSTAL.A0011.12234. at (Center of 10110Unkown1100Instal001 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads //UNK.03342.23541.170.INSTAL.B0014352. at (Center of UNKNOWN <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Trigger - Turn off ERROR <gen>
Trigger - Turn off ERROR_Copy_10 <gen>
Trigger - Turn off ERROR_Copy_10_Copy <gen>
Trigger - Turn off ERROR_Copy_2 <gen>
Trigger - Turn off ERROR_Copy_3 <gen>
Trigger - Turn off ERROR_Copy_4 <gen>
Trigger - Turn off ERROR_Copy_5 <gen>
Trigger - Turn off ERROR_Copy_6 <gen>
Trigger - Turn off ERROR_Copy_7 <gen>
Trigger - Turn off ERROR_Copy_8 <gen>
Trigger - Turn off ERROR_Copy_9 <gen>
Trigger - Turn off ERROR_Copy <gen>
Starting resources
Events
Map initialization
Conditions
Actions
Player - Add 300 to Player 1 (Red) . Current gold
Player - Add 300 to Player 2 (Blue) . Current gold
Player - Add 300 to Player 3 (Teal) . Current gold
Player - Add 900 to Player 4 (Purple) . Current gold
Player - Add 300 to Player 5 (Yellow) . Current gold
Player - Add 300 to Player 6 (Orange) . Current gold
Player - Add 900 to Player 7 (Green) . Current gold
Player - Add 500 to Player 11 (Dark Green) . Current gold
Money Income
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add ((Number of living Control Point units owned by Player 1 (Red)) x 50) to Player 1 (Red) . Current gold
Player - Add ((Number of living Control Point units owned by Player 2 (Blue)) x 50) to Player 2 (Blue) . Current gold
Player - Add ((Number of living Control Point units owned by Player 3 (Teal)) x 50) to Player 3 (Teal) . Current gold
Player - Add ((Number of living Control Point units owned by Player 4 (Purple)) x 50) to Player 4 (Purple) . Current gold
Player - Add ((Number of living Control Point units owned by Player 5 (Yellow)) x 50) to Player 5 (Yellow) . Current gold
Player - Add ((Number of living Control Point units owned by Player 6 (Orange)) x 50) to Player 6 (Orange) . Current gold
Player - Add ((Number of living Control Point units owned by Player 7 (Green)) x 50) to Player 7 (Green) . Current gold
Player - Add ((Number of living Control Point units owned by Player 11 (Dark Green)) x 50) to Player 11 (Dark Green) . Current gold
Player - Add ((Number of living Control Point units owned by Player 12 (Brown)) x 50) to Player 12 (Brown) . Current gold
energy income
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add ((Number of living Coalition Power Core units owned by Player 7 (Green)) x 1) to Player 7 (Green) . Current lumber
Player - Add ((Number of living Coalition Power Core units owned by Player 4 (Purple)) x 1) to Player 4 (Purple) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 1 (Red)) x 1) to Player 1 (Red) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 2 (Blue)) x 1) to Player 2 (Blue) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 3 (Teal)) x 1) to Player 3 (Teal) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 5 (Yellow)) x 1) to Player 5 (Yellow) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 6 (Orange)) x 1) to Player 6 (Orange) . Current lumber
Player - Add ((Number of living Human Power Plant units owned by Player 11 (Dark Green)) x 1) to Player 11 (Dark Green) . Current lumber
Nuclear energy income
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 1 (Red)) x 5) to Player 1 (Red) . Current lumber
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 2 (Blue)) x 5) to Player 2 (Blue) . Current lumber
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 3 (Teal)) x 5) to Player 3 (Teal) . Current lumber
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 5 (Yellow)) x 5) to Player 5 (Yellow) . Current lumber
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 6 (Orange)) x 5) to Player 6 (Orange) . Current lumber
Player - Add ((Number of living SEC Nuclear Power Plant units owned by Player 11 (Dark Green)) x 5) to Player 11 (Dark Green) . Current lumber
capturing Control Points
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Control Point
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
capturing Fusion Coil Manufacturing Plant
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Antimatter Research Lab
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
add sound to spartan
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to SEC Supersoldier
Actions
Sound - Play RiflemanAttack1 <gen> at 100 % volume, attached to (Attacking unit)
add sound to spartan hero
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to SEC Supersoldier (M)
Actions
Sound - Play RiflemanAttack1 <gen> at 100 % volume, attached to (Attacking unit)
It really doesn't have an attack animation.
chopper attack animation
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Loyalist Mauler
Actions
Animation - Play (Attacking unit) 's stand alternate animation
And not a death animation either.
chopper death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Loyalist Mauler
Actions
Unit - Create 1 . DUMMY! (small explosion) for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Unit - Kill (Last created unit)
add effect to champion hero weapon
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Loyalist Supreme Champion
Actions
Unit - Create 1 . DUMMY! (electrical explosion) for Neutral Passive at (Position of (Attacking unit)) facing Default building facing degrees
Unit - Kill (Last created unit)
Just a race i added for fun
Not Found
Events
Player - Player 1 (Red) types a chat message containing ferox congregatio (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on ERROR <gen>
Trigger - Turn on ERROR_Copy_10 <gen>
Trigger - Turn on ERROR_Copy_10_Copy <gen>
Trigger - Turn on ERROR_Copy_2 <gen>
Trigger - Turn on ERROR_Copy_3 <gen>
Trigger - Turn on ERROR_Copy_4 <gen>
Trigger - Turn on ERROR_Copy_5 <gen>
Trigger - Turn on ERROR_Copy_6 <gen>
Trigger - Turn on ERROR_Copy_7 <gen>
Trigger - Turn on ERROR_Copy_8 <gen>
Trigger - Turn on ERROR_Copy_9 <gen>
Trigger - Turn on ERROR_Copy <gen>
ERROR
Events
Player - Player 1 (Red) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy
Events
Player - Player 2 (Blue) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 2
Events
Player - Player 3 (Teal) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 3
Events
Player - Player 4 (Purple) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 4
Events
Player - Player 5 (Yellow) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 5
Events
Player - Player 6 (Orange) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 6
Events
Player - Player 7 (Green) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 7
Events
Player - Player 8 (Pink) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 8
Events
Player - Player 9 (Gray) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 9
Events
Player - Player 10 (Light Blue) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 10
Events
Player - Player 11 (Dark Green) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
ERROR Copy 10 Copy
Events
Player - Player 12 (Brown) types a chat message containing 404 Not Found (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Error Cube for (Triggering player) at (Center of (Current camera bounds)) facing Default building facing degrees
hint
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Game - Display to (All players) the text: NOTE: Not all events have been completed.
hint 3
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Game - Display to (All players) the text: HINT: Capture Control Points to gain more money
hint 4
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
Game - Display to (All players) the text: HINT: You get income every 60 seconds based on how many control points you control and how many power plants/cores you have.
hint 5
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
Game - Display to (All players) the text: HINT: Every control point gives 50 gold.
give gold
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Rogue Pillager) and ((Owner of (Dying unit)) Not equal to Player 12 (Brown))
Actions
Player - Add 10 to (Owner of (Killing unit)) . Current gold
Spore Cloud Infest units
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to Light Attack Drone
(Unit-type of (Picked unit)) Not equal to Heavy Attack Drone
(Unit-type of (Picked unit)) Not equal to Light Attack Drone
(Unit-type of (Picked unit)) Not equal to De Facto Separatist Leader
(Unit-type of (Picked unit)) Not equal to Loyalist Supreme Champion
(Unit-type of (Picked unit)) Not equal to Coalition Brute
(Unit-type of (Picked unit)) Not equal to Antimatter Core
(Unit-type of (Picked unit)) Not equal to Captain
(Unit-type of (Picked unit)) Not equal to Captain (Rhino Tank)
(Unit-type of (Picked unit)) Not equal to Sergeant Major
(Unit-type of (Picked unit)) Not equal to SEC Supersoldier (F)
(Unit-type of (Picked unit)) Not equal to SEC Supersoldier (M)
(Unit-type of (Picked unit)) Not equal to SEC Supersoldier
(Life of (Picked unit)) Less than or equal to 2.00
((Picked unit) has buff Disease) Equal to True
Then - Actions
Unit - Change ownership of (Picked unit) to Player 12 (Brown) and Change color
Unit - Replace (Picked unit) with a Mutant using The new unit's default life and mana
Else - Actions
Do nothing
Infests a Marine
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Recruit)
Actions
Unit - Create 1 . Infested Recruit for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a Marine Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Recruit (Concussion Grenade))
Actions
Unit - Create 1 . Infested Recruit for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an Engineer
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Engineer)
Actions
Unit - Create 1 . Mutant for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an ODST
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Shock Trooper)
Actions
Unit - Create 1 . Infested Shock Trooper for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an ODST Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Shock Trooper (rockets))
Actions
Unit - Create 1 . Infested Shock Trooper for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a Sniper
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Sharpshooter)
Actions
Unit - Create 1 . Infested Sharpshooter for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a Sniper Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to SEC Sharpshooter (secondary mode))
Actions
Unit - Create 1 . Infested Sharpshooter for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a Corpse
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Infest Corpse
Actions
Unit - Remove (Casting unit) from the game
Infests an SReg
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Separatist Regular)
Actions
Unit - Create 1 . Infested Separatist (Regular) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an SepSniper
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Separatist Sniper)
Actions
Unit - Create 1 . Infested Separatist (Ultra) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an SZel
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Separatist Warrior Champion)
Actions
Unit - Create 1 . Infested Separatist (Zealot) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests an SepSpec
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Separatist Assassin)
Actions
Unit - Create 1 . Infested Separatist (SpecOps) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LReg
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Rank 1 Regular)
Actions
Unit - Create 1 . Infested Loyalist (Regular) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LReg Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Rank 2 Regular)
Actions
Unit - Create 1 . Infested Loyalist (Regular) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LReg Copy Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Rank 3 Regular)
Actions
Unit - Create 1 . Infested Loyalist (Regular) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LCap
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Captain)
Actions
Unit - Create 1 . Infested Loyalist (Captain) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LGuard
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Guard)
Actions
Unit - Create 1 . Infested Loyalist (Captain) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LSpec
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Infiltrator)
Actions
Unit - Create 1 . Infested Loyalist (Stalker) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a LChef
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Loyalist Champion)
Actions
Unit - Create 1 . Infested Loyalist (Chieftain) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a MReg
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Minor)
Actions
Unit - Create 1 . Infested Minor for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a MGun
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Gunner)
Actions
Unit - Create 1 . Infested Minor for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a coalitiont worker
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Labourer)
Actions
Unit - Create 1 . Infested Minor for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a Undecided
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Undecided)
Actions
Unit - Create 1 . Infested Undecided for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Infests a MSpec
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Infector Drone) and ((Unit-type of (Dying unit)) Equal to Coalition Demolisher)
Actions
Unit - Create 1 . Infested Demolisher for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Remove (Killing unit) from the game
Capture Warship
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Board Warship (2)
Actions
Unit - Remove (Casting unit) from the game
Carrier spawn Infectors
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Carrier
Actions
Wait 1.00 seconds
Unit - Create 7 . Infector Drone for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Carrier spawn Infectors Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Carrier (trained)
Actions
Wait 1.00 seconds
Unit - Create 7 . Infector Drone for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Growth Pod cluster death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Pod Cluster
Actions
Unit - Create 10 . Infector Drone for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Growth Pod death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Infection Pod
Actions
Unit - Create 3 . Infector Drone for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
growth pod cluster
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Pod Cluster (constructed)
Actions
Unit - Replace (Constructed structure) with a Pod Cluster using The old unit's relative life and mana
Train Infector Drones
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Infector Drone Swarm
Actions
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Infector Drone for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Remove (Trained unit) from the game
spore cloud created
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Spore Cloud (controllable)
Actions
Unit - Add a 10.00 second Generic expiration timer to (Trained unit)
Train basic squad
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Coalition Separatist Regular
Actions
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Train basic squad Copy
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Coalition Loyalist Rank 1 Regular
Actions
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Failsafe
Train basic squad Copy Copy
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Coalition Loyalist Rank 2 Regular
Actions
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Failsafe
Train basic squad Copy Copy Copy
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Coalition Loyalist Rank 3 Regular
Actions
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Unit - Create 1 . Coalition Minor for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Train hunting pair
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Coalition Brute
Actions
Unit - Create 1 . Coalition Brute for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Wall of Text
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Optional quest titled Resources with the description There are four resources although only two of them are really important.The first and most important resource is "Supply".Supply is received from control points every 60 seconds.Each control point increases your supply income by 50.The second most important resource is "Energy".Energy is received from a special building.The UNSC uses power plants and nuclear power plants, the Covenant uses power cores and the Flood doesn't use Energy.Each Power Plant/Power Core increases your total energy income by 1. Energy is received every 60 seconds but there is an exception.The UNSC Nuclear Power Plant gives 5 energy every 30 seconds but it presents a large hazard, if it is destroyed then all surrounding units and/or buildings will be damaged, the blast will destroy any nearby nuclear power plant thus creating a chain reaction.The third resource is "Ship Maintenance" which is the number of ships you can support. UNSC gains Ship Maintenance from Drydocks while the Covenant gains Ship Maintenance from Shipyards. The Flood, since they do not have any real navy, doesn't use Ship Maintenance.The fourth and least important resource is "Time" since almost all units takes a very short time to produce it is only a factor when producing advanced units like Scarabs or Scorpions. , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a Optional quest titled Timeline with the description Year 2337 Humans develop a means of travelling faster than the speed of lightYear 2344 A strange world that seems to be artificial is discovered, reverse-engineering of the artifacts on it allows humans to advance their technology considerably.Year 2345 The Council of Humans Systems is formed, the golden age of expansion beginsYear 2838 Humans discover the Collective of United Species, C.H.S. begin militarization because of the apparent hostility of the races in the C.U.S, the golden age of expansion ends.Year 2845 C.U.S. declares war on the C.H.S., the Systems Emergency Council is formedYear 2897 A massive split in the C.U.S. occurs with the many small factions joining with the two larger factions thus creating the Coalition Separatist Species and the Coalition Loyalist Species.Year 2904 The S.E.C. launches a massive counter-attack against the former factions of the C.U.S., victory for the S.E.C. seems to be within reach.Year 2907 The Empire of Enslaved Worlds is discovered, S.E.C. counter-attack is halted but not before doing an incredible amount of damage to the former factions of the C.U.S.Year 2910 Present , using icon path ReplaceableTextures\CommandButtons\BTNNecromancerMaster.blp
Quest - Create a Optional quest titled Credits with the description Thanks goes to:Me - maker of the mapBlizzard Entertainment - making warcraft 3 (...) and starcraftKillst4r - almost all starcraft modelsMax666 - the Terran Battlecruiser modelDragon Elf Mogare - marine modelBlackSebastian - the city buildingsIllidan(Evil)X - GDI Orca Fighter, GDI MLRS and the T-80u Main Battle Tank modelsolofmoleman - Dwarf Spider Droid modelKofi_Banan - Humvee modelWerewulf - Halo Master Chief TEAMCOLOURED and the Halo Human Weapon PackHam Ham - the Space Undead Fighter modelPunisher_x - the Concrete and Metal Tileswertyn - the space tileCHUNK - the Widgetizer Golemsorry if i forgot anybody but there are so many! , using icon path ReplaceableTextures\CommandButtons\BTNAltarOfKings.blp
Quest - Create a Required quest titled The S.E.C. with the description The Systems Emergency Council (SEC) are one of the most flexible factions.Strengths: - a flexible arsenal of units - infantry units have a secondary mode - SEC supersoldiers - Rhino MBTs - massable warshipsWeaknesses: - weak warships so they will need to be massed - Rhino MBTs are vulnerable to airstrikes - no artillery unit , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Required quest titled The Rogues with the description The Coalition of Rogue Systems is a union of systems that with the help of pirate warlords have seceded from the SEC, as such they have very similar equipment to the SEC.Strengths: - vehicles can be recruited instantly - strong basic infantry - massable warshipsWeaknesses: - weak warships so they will need to be massed - small arsenal of units to choose from , using icon path ReplaceableTextures\CommandButtons\BTNMilitia.blp
Quest - Create a Required quest titled The Coalition Separatist with the description The Coalition Separatist Species are races that have seceded from the Collective of United Species.Strengths: - Tanks are an artillery/tank hybrid - AA Tanks can take the most punishment of any AA unit in the game - Wraiths are the toughest units in the game - Some units utilize cloaking technology - Best warships in the gameWeaknesses: - Separatist dropships cannot attack - Weak aerial forces - Weak armoured force - not as flexible as the SEC - expensive warships , using icon path ReplaceableTextures\CommandButtons\BTNHellScream.blp
Quest - Create a Required quest titled The Coalition Loyalists with the description The Coalition Loyalists are the species who have chosen to not secede from the Collective of United Species.Strengths: - Tanks are an artillery/tank hybrid - AA Tanks can take the most punishment of any AA unit in the game - Wraiths are the toughest units in the game - Some units utilize cloaking technology - Best warships in the gameWeaknesses: - only one unit utilizes cloaking - Weak aerial forces - Weak armoured force - not as flexible as the SEC - expensive warships , using icon path ReplaceableTextures\CommandButtons\BTNFurbolgTracker.blp
Quest - Create a Required quest titled The E.E.W. with the description The Empire of Enslaved Worlds is the most flexible faction in the game, but also the most specialized.Strengths: - only uses one type of resource - has many infantry countermeasures - Mutants can board most enemy vehicles - powerful ground forces - powerful aerial force - structures cannot be destroyed with orbital bombardment - Their buildings create blight which prevents enemy building placement and can only be removed by the SEC Nuclear Power Plant due to radiation (NOTE: I know that metal is created around the blight but um, that's just an unfixable glitch so deal with it)Weaknesses: - must advance through the stages to unlock all units - highly specialized units - has no proper armored force - can easily be rushed (or can they?) - most ground troops focus on anti-infantry , using icon path ReplaceableTextures\CommandButtons\BTNPlagueCloud.blp
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