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Triggers
Infected Lampertheim v1.w3x
Variables
Anfang
Video als erstes
Initialisierung
Initialization
Door destroy
Door destroyed Attack1
Text
Leaderboard
Leaderboard2
Range
Gewitter
Quest
Steine am anfang
Auserhalb der HQs
Reanimate Zombie
Reanimate Licker
Monstrositaet
Mutant
Felischgolem
Alliance
Colors
Give controll if player isnt here
Kontrolle Rot
Kontrolle Blau
Kontrolle Teal
Kontrolle Lila
Kontrolle Gelb
Kontrolle Rosa
Set name
Weapons
Weapon Sound Soldier
Weapon Sound Soldier2
Weapon Sound Sniper
Weapon Sound Medic
Weapon Sound Rocketeer
Ein paar sachen
Fun Command Timer
Fun Command
Leute rennen aus hoehle
Leute sind da gleich stoppen
Gut gemacht bis jetzt
Niederlage
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
Türen
Door1
Door2Forest
Door3
Door1 Kopieren
Tuer zu spieler gruen
Door1 Kopieren 3 Kopieren
Door1 Kopieren 3 Kopieren Kopieren
Endlevel Schreine
Unhide Schrein
Unhide Schrein Kopieren
Tuer
Tuer Kopieren
Noch eine tuer
Fallen
----------Nr.1-----------
Hide door Unit
Unhide
Tuer auf un portale kaputt
Türn auf + Bewegen
Fallen tueren offen
Units move
----------Nr.2-------
Tuer zu und Teleport
Tuer zur naechsen ebene1
Tuer zur naechsen ebene2
Tuer zur naechsen ebene3
Tuer zur naechsen ebene4
----------Nr.3-------
Net weiter gehn
Tot lol
----------Nr.4-------
Bruecke stuerzt ein
----------Nr.5-------
Start der wasserfalle
Start2 der wasserfalle
Marine stirbt dann
Schildkroete bewegen
Schildkroete tot
----------Nr.6-------
Bogengang stuerzt ein
Sichtbarer Bereich
Enter area
See Bosskampf
Betreten
Gegner spawns
Gegner spawns Kopieren
Boss tot
Spinnenhoehle
Spinnenhoehle
Spinnenhoehle Kopieren
Boss tot Kopieren Kopieren
Vulkan Gebiet
Vulkan tele
Vulkan tele Kopieren
Vulkan Spawns ein
Boss Kampfbeginn
Kampfbeginn
Lava Spawns EIN
Lava Spawns EIN Kopieren
Boss tot Kopieren
Ueberlebende
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
Munitions 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
Munition bei beginn
Red
Blue
Teal
Purple
Yellow
Pink
Max muni
Soldier red
Soldier red Kopieren
Soldier red Kopieren 2
Soldier red Kopieren 3
Soldier red Kopieren 4
Soldier red Kopieren 4 Kopieren
keine munition
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
Muni gleich 1
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
Muni typen
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
Kamera1 wiederherstellen
Kamera Rot zurueck
Kamera Blau zurueck
Kamera Teal zurueck
Kamera Lila zurueck
Kamera Gelb zurueck
Kamera Pink zurueck
Kamera2
Kamera2 Rot
Kamera2 Blau
Kamera2 Teal
Kamera2 Lila
Kamera2 Gelb
Kamera2 Pink
Kamera2 rot2
Kamera2 blau2
Kamera2 teal2
Kamera2 lila2
Kamera2 gelb2
Kamera2 pink2
Kamera3
Kamera3 rot an
Kamera3 blau an
Kamera3 blaugrau an
Kamera3 lila an
Kamera3 gelb an
Kamera3 Rosa an
Kamera3 Rot
Kamera3 Blau
Kamera3 Blaugrau
Kamera3 Lila
Kamera3 Gelb
Kamera3 Rosa
Gegner setzen
Erste gegner
Gegner im wald
Gegner im Bereich ueberm Wald
Bereich danach
Heliport
Wasserbereich nach heliport
Pausiert
Pause aus1
Pause aus2
See
Hundefalle
Noch ne Falle
Ein Bereich halt
Gegner nach Heli mit wasserbereich
Gegner gleich danach
Gegner glei danach bewegen
Hunter Lvln
Wald Nr 2
Kein TK
No Teamkills
Endgegner
Hide
Sichtbar machen dann Video un Angriff
Nemesis Sound
Milizen
Kurzer Stop
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
Sterben
integer
No
If you read that and notice that Pink gets 5% more xp then all i have to say is
I want that he gets more xp because he is the most important character in this map
Video als erstes
Events
Map initialization
Conditions
Actions
Unit - Change color of 2F4U 0323 <gen> to Red
Unit - Change color of Diablo-6 0324 <gen> to Maroon
Unit - Make Diablo-6 0324 <gen> Invulnerable
Unit - Make 2F4U 0323 <gen> Invulnerable
Destructible - Make Ice Rock Gate 5020 <gen> Invulnerable
Destructible - Kill Shimmering Portal 4246 <gen>
Destructible - Kill Shimmering Portal 4490 <gen>
Destructible - Open Ice Rock Gate 5020 <gen>
Hero - Make Player 1 (Red) Heroes gain 70.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 70.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 70.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 70.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 70.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 75.00 % experience from future kills
Unit - Hide |cffC4260BCerberus 0035 <gen>
Unit - Hide |cffC4260BLicker 0033 <gen>
Unit - Hide |cffC4260BLicker 0026 <gen>
Unit - Hide |cffC4260BZombie 0036 <gen>
Unit - Hide |cffC4260BZombie 0043 <gen>
Unit - Hide |cffC4260BAbomination 0305 <gen>
Unit Group - Pick every unit in (Units in Gebiet_125 <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
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
Floating Text - Create floating text that reads You will die here... at (Center of Magen <gen>) with Z offset 0 , using font size 10 , color ( 100.00 %, 0.00 %, 0.00 %), and 0 % transparency
Game - Set the time of day to 22.00
Game - Turn the day/night cycle Off
Destructible - Open Iron Gate 0508 <gen>
Unit - Hide Generator 0783 <gen>
Unit - Hide Generator 0782 <gen>
Trigger - Turn off (This trigger)
Unit - Hide Lord of the Undead 0290 <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Kamera_beim_ersten_Video for Player 8 (Pink) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Gebiet_019 <gen>) over 0.00 seconds
Wait 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Gebiet_020 <gen>) over 10.00 seconds
Unit - Order Villager 0280 <gen> to Move To . (Center of Gebiet_020 <gen>)
Unit - Order Villager 0255 <gen> to Move To . (Center of Gebiet_020 <gen>)
Cinematic - Send transmission to (All players) from Villager 0255 <gen> named Gay Georg : Play No sound and display Good Morning.How are you? . Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0280 <gen> named Some Girl : Play No sound and display Oh hello.I'm fine.Isn't it a great day today. . Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from Villager 0255 <gen> named Gay Georg : Play No sound and display Yeah it is.It's also my Birthday :D . Modify duration: Set to 4.00 seconds and Wait
Wait 0.30 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 10.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 10.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 10.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 10.00
Camera - Shake the camera for Player 8 (Pink) with magnitude 10.00
Camera - Pan camera for Player 1 (Red) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Gebiet_130 <gen>) over 0.00 seconds
Destructible - Resurrect Shimmering Portal 4246 <gen> with 1.00 life and Show birth animation
Sound - Play Doom <gen>
Cinematic - Send transmission to (All players) from Villager 0255 <gen> named Gay georg : Play No sound and display Whoa what is that...An Earthquake!? . Modify duration: Set to 4.00 seconds and Wait
Wait 6.00 seconds
Unit - Unhide Lord of the Undead 0290 <gen>
Unit - Order Lord of the Undead 0290 <gen> to Attack-Move To . (Center of Gebiet_020 <gen>)
Sound - Play U08Archimonde19 <gen> at 100.00 % volume, attached to Lord of the Undead 0290 <gen>
Cinematic - Send transmission to (All players) from Villager 0255 <gen> named Gay Georg : Play No sound and display Omg...What are they. Run! . Modify duration: Set to 2.00 seconds and Wait
Unit - Create 10 . |cffC4260BZombie for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
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 - Create 2 . |cffC4260BAbomination for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
Unit - Create 5 . |cffC4260BLicker for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
Unit - Create 1 . Hunter for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
Unit - Create 4 . |cffC4260BCrypt Fiend for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
Unit - Create 3 . |cffC4260BGiant Spider for Player 6 (Orange) at (Center of Gebiet_080 <gen>) facing Default building facing degrees
Wait 2 seconds
Sound - Play N07Archimonde26 <gen> at 100.00 % volume, attached to Lord of the Undead 0290 <gen>
Wait 13.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Wait 0.20 seconds
Game - Set the time of day to 23.00
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Gebiet_124 <gen>) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Initialization
Events
Game - The in-game time of day becomes Equal to 23.00
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Kamera_bei_Video_2 for Player 8 (Pink) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Anfangs_angriff <gen>) over 0.00 seconds
Cinematic - Send transmission to (All players) from |cff484848Marine 0178 <gen> named (Name of Player 1 (Red)) : Play No sound and display Hey guys.I keep getting some weird calls that the dead would walk around in the City... . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from |cff484848Sniper 0351 <gen> named (Name of Player 4 (Purple)) : Play No sound and display Haha...Really funny...I hate this kinds of jokes.Let's get back to work. . Modify duration: Set to 5.00 seconds and Wait
Destructible - Resurrect Shimmering Portal 4490 <gen> with 1.00 life and Show birth animation
Unit Group - Pick every unit in (Units in Anfangs_angriff <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face (Center of Units_at_beginning <gen>) over 1.00 seconds
Cinematic - Send transmission to (All players) from |cff484848Marine 0178 <gen> named (Name of Player 2 (Blue)) : Play No sound and display What the hell....! . Modify duration: Set to 5.00 seconds and Wait
Wait 5.00 seconds
Unit - Unhide |cffC4260BCerberus 0035 <gen>
Unit - Unhide |cffC4260BLicker 0033 <gen>
Unit - Unhide |cffC4260BLicker 0026 <gen>
Unit - Unhide |cffC4260BZombie 0036 <gen>
Unit - Unhide |cffC4260BZombie 0043 <gen>
Unit - Unhide |cffC4260BAbomination 0305 <gen>
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Gebiet_125 <gen>) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Wait 6.00 seconds
Cinematic - Send transmission to (All players) from |cff484848Firebat 0180 <gen> named (Name of Player 3 (Teal)) : Play No sound and display Okay!Someone tell me.WHAT. WAS. THAT!? . Modify duration: Set to 4.00 seconds and Wait
Destructible - Kill Shimmering Portal 4490 <gen>
Cinematic - Send transmission to (All players) from |cff484848Medic 0432 <gen> named (Name of Player 8 (Pink)) : Play No sound and display I have no idea but they wont stand up again :-P . Modify duration: Set to 4.00 seconds and Wait
Sound - Play AbominationPissed5 <gen> at 100 % volume, located at (Center of Anfangs_angriff <gen>) with Z offset 0
Cinematic - Send transmission to (All players) from |cff484848Demolitions 0352 <gen> named (Name of Player 5 (Yellow)) : Play No sound and display Hey.Did you hear that?Look!More of them. . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Sound - Play H01Arthas26 <gen> at 100 % volume, attached to |cff484848Marine 0179 <gen>
Trigger - Turn on Kamera_Red <gen>
Trigger - Turn on Kamera_Blue <gen>
Trigger - Turn on Kamera_Teal <gen>
Trigger - Turn on Kamera_Purple <gen>
Trigger - Turn on Kamera_Yellow <gen>
Trigger - Turn on Kamera_Pink <gen>
Door destroy
Events
Game - The in-game time of day becomes Equal to 23.00
Conditions
Actions
Wait 25.00 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>)
Text
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Wait 60.00 seconds
Game - Display to (All players) for 30 seconds the text: |cffFF0000Infected Lampertheim v1by Diablo-6Some ideas by SS[4]Vegeta, 2F4UOnly Tester: 2F4U :PIf you want to change you Camera type -cam1 or -cam2 or -cam3
Leaderboard
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Ammunition
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 in this City.Some day the Zombie Lord Zodiac started an invasion to destroy the whole world.You need to stop him!On your way you will meet a few town Peoples if you help them they maybe help you. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Required quest titled Map made with the description The map is made by Diablo-6.Some ideas by: SS[4]Vegeta for some ideas like the Medic^^and 2F4U , using icon path ReplaceableTextures\CommandButtons\BTNTemp.blp
Quest - Create a Required quest titled Camera with the description To change the cameratype -cam1 or -cam2 or -cam3 , 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
Quest - Create a Required quest titled Death with the description If you die, dont leave.Because you have 3 minutes in which the other players (Marine1 +2 and Medic)can reanimate you. But if they don't then you will die and the game ends for your hero.But you can still watch your "allies" and you got a free camera. And if you want you can control the leavers then, if there were any. , using icon path ReplaceableTextures\CommandButtons\BTNHornOfDoom.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>
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 (Name of (Owner of (Entering unit))) : Play No sound and display What happened here?!Lets search survivors maybe they can tell us more about that what happened here.This is going to be a looooong night... . Modify duration: Set to 8.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
.
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
.
Monstrositaet
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 |cffC4260BAbomination
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 Carrion Beetle (Level 1) using The new unit's max life and mana
Unit - Replace (Dying unit) with a Carrion Beetle (Level 1) using The new unit's max life and mana
Unit - Replace (Dying unit) with a Carrion Beetle (Level 2) using The new unit's max life and mana
Else - Actions
.
Mutant
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 |cff5BB700Mutant
Actions
Set Variable Set Reanimate = (Random integer number between 1 and 5)
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
Wait 0.50 seconds
Unit - Replace (Dying unit) with a |cffC4260BLicker using The new unit's max life and mana
Wait 0.50 seconds
Unit - Replace (Dying unit) with a |cffC4260BAbomination using The new unit's max life and mana
Else - Actions
.
Felischgolem
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 Flesh Golem
Actions
Set Variable Set Reanimate = (Random integer number between 1 and 5)
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
Wait 0.50 seconds
Unit - Replace (Dying unit) with a |cffC4260BLicker using The new unit's max life and mana
Wait 0.50 seconds
Unit - Replace (Dying unit) with a |cffC4260BAbomination using The new unit's max life and mana
Wait 0.50 seconds
Unit - Replace (Dying unit) with a |cffC4260BAbomination 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 7 (Green) treat Player 9 (Gray) 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>
Unit - Pause Huge Firedemon 0138 <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
Kontrolle Rot
Events
Time - Every 2.00 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
Kontrolle Blau
Events
Time - Every 2.00 seconds of game time
Conditions
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
Kontrolle Teal
Events
Time - Every 2.00 seconds of game time
Conditions
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
Kontrolle Lila
Events
Time - Every 2.00 seconds of game time
Conditions
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
Kontrolle Gelb
Events
Time - Every 2.00 seconds of game time
Conditions
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
Kontrolle Rosa
Events
Time - Every 2.00 seconds of game time
Conditions
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)) + (Demo))
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>
Not in the opening Video
Fun Command Timer
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Fun_Command <gen>
I just was bored.^^....
And wanted to try if it really works :-P
Fun Command
Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Player - Player 3 (Teal) skips a cinematic sequence
Player - Player 4 (Purple) skips a cinematic sequence
Player - Player 5 (Yellow) skips a cinematic sequence
Player - Player 8 (Pink) skips a cinematic sequence
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Marine 0178 <gen>
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Marine 0179 <gen>
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Medic 0432 <gen>
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Sniper 0351 <gen>
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Firebat 0180 <gen>
Sound - Play BloodElfMagePissed6 <gen> at 100 % volume, attached to |cff484848Demolitions 0352 <gen>
Wait 180.00 seconds
Trigger - Turn on (This trigger)
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)
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>)
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 may 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 .
Gut gemacht bis jetzt
Events
Unit - |cff5BB700Mutant 0737 <gen> Takes damage
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play U05ATichondrius01 <gen> at 100 % volume, attached to |cff5BB700Mutant 0737 <gen>
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>
Destructible - Open Iron Gate 0015 <gen>
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0015 <gen>) for 4.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0138 <gen>) for 4.00 seconds
Game - Display to (All players) for 10.00 seconds the text: |cffFF0000 2 doors have been opened...
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 Kopieren
Events
Unit - Hunter 0431 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0416 <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>
Noch eine tuer
Events
Unit - Generator 0074 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0542 <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>)
Tuer auf un portale kaputt
Events
Unit - |cff5BB700Mutant 0350 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0141 <gen>
Wait 60.00 seconds
Destructible - Kill Shimmering Portal 5015 <gen>
Destructible - Kill Shimmering Portal 5014 <gen>
Destructible - Kill Shimmering Portal 5016 <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>
Net weiter gehn
Events
Unit - A unit enters Nicht_weiter_gehen <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)
Unit - Pause (Entering unit)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display I have a bad feeling guys...We shouldnt go further... . Modify duration: Set to 5.00 seconds and Wait
Unit - Unpause (Entering unit)
Cinematic - Turn cinematic mode Off for (All players)
Tot lol
Events
Unit - A unit enters Baumstaemme <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Order (Entering unit) to Move To . (Center of Baumstaemme <gen>)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play TreeFall3 <gen> and display What the...No! The trees... . Modify duration: Set to 5.00 seconds and Wait
Destructible - Kill Baumfalle 3695 <gen>
Destructible - Kill Baumfalle 3694 <gen>
Destructible - Kill Baumfalle 3693 <gen>
Destructible - Kill Baumfalle 3696 <gen>
Destructible - Kill Baumfalle 3697 <gen>
Destructible - Kill Baumfalle 3955 <gen>
Wait 0.10 seconds
Unit - Kill (Entering unit)
Wait 0.10 seconds
Set Variable Set Sterben = (Random integer number between 1 and 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Sterben Equal to 1
Then - Actions
Unit - Kill (Entering unit)
Else - Actions
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Baumstaemme <gen>) facing (Random angle) with scale 1 and variation 0
Cinematic - Turn cinematic mode Off for (All players)
Item - Remove gg_item_tst2_0137
Trigger - Turn off (This trigger)
Bruecke stuerzt ein
Events
Unit - A unit enters Bruecke <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Order (Entering unit) to Move To . (Center of Bruecke <gen>)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play CityScapeBridgeDeath1 <gen> and display What the fuck???Oh my god!The bridge! . Modify duration: Set to 4.00 seconds and Wait
Unit - Order (Entering unit) to Move To . (Center of Gebiet_090 <gen>)
Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 10.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 10.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 10.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 10.00
Camera - Shake the camera for Player 8 (Pink) with magnitude 10.00
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.12 seconds
Special Effect - Create a special effect at (Random point in Bruecke <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit Group - Pick every unit in (Units in Wegrennen_Hoehle <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Gebiet_078 <gen>)
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Typ : Play CityScapeBridgeDeath1 <gen> and display Run!!! . Modify duration: Set to 4.00 seconds and Wait
Wait 8.00 seconds
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in Weg_blockieren <gen>) facing (Random angle) with scale 1 and variation 0
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) .
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
Start der wasserfalle
Events
Unit - A unit enters Wasserfalle_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera_Pink <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>
Trigger - Turn off Kamera3_Blau <gen>
Trigger - Turn off Kamera3_Blaugrau <gen>
Trigger - Turn off Kamera3_Gelb <gen>
Trigger - Turn off Kamera3_Lila <gen>
Trigger - Turn off Kamera3_Rosa <gen>
Trigger - Turn off Kamera3_Rot <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 8 (Pink) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Unit Group - Pick every unit in (Units in Wasser <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Stop .
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display Come on. Why are you waiting?Let's go. . Modify duration: Set to 4.00 seconds and Don't wait
Unit - Order (Entering unit) to Move To . (Center of wasserfalle__tot <gen>)
Unit - Create 1 . Dragon Turtle for Player 6 (Orange) at (Center of wasserfalle_spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in wasserfalle_spawn <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Unit - Order (Picked unit) to Move To . (Center of wasserfalle_bewegung <gen>)
Wait 4.00 seconds
Unit - Move (Entering unit) instantly to (Center of Magen <gen>)
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Typ : Play No sound and display Let's get the Hell out of here! . Modify duration: Set to 3.00 seconds and Wait
Wait 0.10 seconds
Unit - Order |cff484848Marine 0178 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Unit - Order |cff484848Marine 0179 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Unit - Order |cff484848Medic 0432 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Unit - Order |cff484848Sniper 0351 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Unit - Order |cff484848Firebat 0180 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Unit - Order |cff484848Demolitions 0352 <gen> to Move To . (Center of Fluchtweg_wasser <gen>)
Wait 8.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Kamera2_blau2 <gen>
Trigger - Turn on Kamera2_gelb2 <gen>
Trigger - Turn on Kamera2_lila2 <gen>
Trigger - Turn on Kamera2_pink2 <gen>
Trigger - Turn on Kamera2_rot2 <gen>
Trigger - Turn on Kamera2_teal2 <gen>
Start2 der wasserfalle
Events
Unit - A unit enters Wasserfalle_Start2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera_Pink <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>
Trigger - Turn off Kamera3_Blau <gen>
Trigger - Turn off Kamera3_Blaugrau <gen>
Trigger - Turn off Kamera3_Gelb <gen>
Trigger - Turn off Kamera3_Lila <gen>
Trigger - Turn off Kamera3_Rosa <gen>
Trigger - Turn off Kamera3_Rot <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 8 (Pink) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of wasserfalle__tot <gen>) over 0.00 seconds
Unit Group - Pick every unit in (Units in Wasser <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Stop .
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display Come on. Why are you waiting?Let's go. . Modify duration: Set to 4.00 seconds and Don't wait
Unit - Order (Entering unit) to Move To . (Center of wasserfalle__tot <gen>)
Unit - Create 1 . Dragon Turtle for Player 6 (Orange) at (Center of wasserfalle_spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in wasserfalle_spawn <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Unit - Order (Picked unit) to Move To . (Center of wasserfalle_bewegung <gen>)
Wait 4.00 seconds
Unit - Move (Entering unit) instantly to (Center of Magen <gen>)
Wait 8.00 seconds
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Typ : Play No sound and display What was that!?Let's get the hell out of here!Fast. . Modify duration: Set to 4.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Kamera2_blau2 <gen>
Trigger - Turn on Kamera2_gelb2 <gen>
Trigger - Turn on Kamera2_lila2 <gen>
Trigger - Turn on Kamera2_pink2 <gen>
Trigger - Turn on Kamera2_rot2 <gen>
Trigger - Turn on Kamera2_teal2 <gen>
Marine stirbt dann
Events
Unit - A unit enters Magen <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Wait 2 seconds
Unit - Kill (Entering unit)
Schildkroete bewegen
Events
Unit - A unit enters wasserfalle_bewegung <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of wasserfalle_loeschen <gen>)
Schildkroete tot
Events
Unit - A unit enters wasserfalle_loeschen <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Bogengang stuerzt ein
Events
Unit - A unit enters Bogengaenge_stuerzen_ein <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Order (Entering unit) to Move To . (Center of Bogengaenge_stuerzen_ein <gen>)
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play CityScapeBridgeDeath1 <gen> and display What.No! No!It's not my time to die! . Modify duration: Set to 4.00 seconds and Don't wait
Sound - Play CityScapeBridgeDeath1 <gen>
Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 10.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 10.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 10.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 10.00
Camera - Shake the camera for Player 8 (Pink) with magnitude 10.00
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in Bogengaenge_stuerzen_ein <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 2 seconds
Destructible - Remove Bogengang 3981 <gen>
Destructible - Remove Bogengang 3980 <gen>
Destructible - Remove Bogengang 3979 <gen>
Destructible - Remove Bogengang 3982 <gen>
Destructible - Remove Bogengang 3978 <gen>
Wait 0.05 seconds
Trigger - Turn off (This trigger)
Unit - Kill (Entering unit)
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B005 (Unexpected type: 'destructablecode') at (Random point in Bogengaenge_stuerzen_ein <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B002 (Unexpected type: 'destructablecode') at (Random point in unzerstoebare_brocken_bei_waldweg <gen>) facing (Random angle) with scale 1 and variation 0
Wait 4.00 seconds
Unit - Kill (Entering unit)
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) .
Cinematic - Turn cinematic mode Off for (All players)
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)
Betreten
Events
Unit - A unit enters Tor_zum_see <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Destructible - Close Iron Gate 0015 <gen>
Unit - Move |cff484848Marine 0178 <gen> instantly to (Center of Start_see_Marines <gen>)
Unit - Move |cff484848Marine 0179 <gen> instantly to (Center of Start_see_Marines <gen>)
Unit - Move |cff484848Firebat 0180 <gen> instantly to (Center of Start_see_Marines <gen>)
Unit - Move |cff484848Sniper 0351 <gen> instantly to (Center of Start_see_Marines <gen>)
Unit - Move |cff484848Demolitions 0352 <gen> instantly to (Center of Start_see_Marines <gen>)
Unit - Move |cff484848Medic 0432 <gen> instantly to (Center of Start_see_Marines <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 I wonder what is in the middle of this lakeLet's go . Modify duration: Set to 5.00 seconds and Don't wait
Wait 2 seconds
Unit - Order |cff484848Marine 0178 <gen> to Move To . (Center of Marines_Platz <gen>)
Unit - Order |cff484848Marine 0179 <gen> to Move To . (Center of Marines_Platz <gen>)
Unit - Order |cff484848Medic 0432 <gen> to Move To . (Center of Marines_Platz <gen>)
Unit - Order |cff484848Firebat 0180 <gen> to Move To . (Center of Marines_Platz <gen>)
Unit - Order |cff484848Demolitions 0352 <gen> to Move To . (Center of Marines_Platz <gen>)
Unit - Order |cff484848Sniper 0351 <gen> to Move To . (Center of Marines_Platz <gen>)
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from (Entering unit) named Marine : Play No sound and display I have a bad feeling about this...Something bad is going to happenjust like... in horror movies. . Modify duration: Set to 10.00 seconds and Don't wait
Wait 22.00 seconds
Cinematic - Send transmission to (All players) from Sea Mutant 0053 <gen> named Duschgel : Play SargerasRoar <gen> and display Who dares to enter my lakeYou all shall die! . Modify duration: Set to 5.00 seconds and Don't wait
Unit - Order Sea Mutant 0053 <gen> to Move To . (Center of Bossplatz <gen>)
Wait 5.00 seconds
Trigger - Turn on Gegner_spawns <gen>
Trigger - Turn on Gegner_spawns_Kopieren <gen>
Cinematic - Turn cinematic mode Off for (All players)
Destructible - Close Ice Rock Gate 5020 <gen>
Gegner spawns
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Lurker for Player 6 (Orange) at (Random point in See_spawns <gen>) facing Default building facing degrees
Gegner spawns Kopieren
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Lurker for Player 6 (Orange) at (Random point in See_spawns <gen>) facing Default building facing degrees
Boss tot
Events
Unit - Sea Mutant 0053 <gen> Dies
Conditions
Actions
Destructible - Destroy Iron Gate 0015 <gen>
Trigger - Turn off Gegner_spawns <gen>
Trigger - Turn off Gegner_spawns_Kopieren <gen>
Hero - Add 300 experience to |cff484848Marine 0178 <gen> , Show level-up graphics
Hero - Add 300 experience to |cff484848Marine 0179 <gen> , Show level-up graphics
Hero - Add 300 experience to |cff484848Medic 0432 <gen> , Show level-up graphics
Hero - Add 300 experience to |cff484848Firebat 0180 <gen> , Show level-up graphics
Hero - Add 300 experience to |cff484848Demolitions 0352 <gen> , Show level-up graphics
Hero - Add 300 experience to |cff484848Sniper 0351 <gen> , Show level-up graphics
Destructible - Open Ice Rock Gate 5020 <gen>
Destructible - Kill Shimmering Portal 5265 <gen>
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>)
Boss tot Kopieren Kopieren
Events
Unit - Giant spider queen 0039 <gen> Dies
Conditions
Actions
Hero - Add 200 experience to |cff484848Marine 0178 <gen> , Show level-up graphics
Hero - Add 200 experience to |cff484848Marine 0179 <gen> , Show level-up graphics
Hero - Add 200 experience to |cff484848Firebat 0180 <gen> , Show level-up graphics
Hero - Add 200 experience to |cff484848Demolitions 0352 <gen> , Show level-up graphics
Hero - Add 200 experience to |cff484848Medic 0432 <gen> , Show level-up graphics
Hero - Add 200 experience to |cff484848Sniper 0351 <gen> , Show level-up graphics
Vulkan tele
Events
Unit - A unit enters Tele_Vulkan1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Unit - Move (Entering unit) instantly to (Center of Vulkan_Tele_4 <gen>)
Vulkan tele Kopieren
Events
Unit - A unit enters Tele_Vulkan2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Unit - Move (Entering unit) instantly to (Center of Vulkan_Tele_3 <gen>)
Vulkan Spawns ein
Events
Unit - A unit enters Tele_Vulkan1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn1 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn2 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn3 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn3 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn3 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn3 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn3 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn4 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn4 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn4 <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Spawn4 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Kampfbeginn
Events
Unit - A unit enters Kampfbeginn <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect attached to the left (Unexpected type: 'attachpoint') of Huge Firedemon 0138 <gen> using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Special Effect - Create a special effect attached to the right (Unexpected type: 'attachpoint') of Huge Firedemon 0138 <gen> using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Huge Firedemon 0138 <gen> using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Huge Firedemon 0138 <gen> using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
Destructible - Close Iron Gate 4080 <gen>
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 4080 <gen>) for 10.00 seconds
Game - Display to (All players) for 10.00 seconds the text: Door has been closed by something inside...
Wait 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Huge Firedemon 0138 <gen> named Firedemon : Play No sound and display Come and die!You cant flee! . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from (Entering unit) named (Name of (Owner of (Entering unit))) : Play No sound and display Well we will see who will die! . Modify duration: Set to 3.00 seconds and Wait
Unit - Unpause Huge Firedemon 0138 <gen>
Unit - Set Huge Firedemon 0138 <gen> acquisition range to 3000.00
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Lava_Spawns_EIN <gen>
Trigger - Turn on Lava_Spawns_EIN_Kopieren <gen>
Lava Spawns EIN
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Boss_Kampf <gen>) facing Default building facing degrees
Lava Spawns EIN Kopieren
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Lava Spawn for Player 6 (Orange) at (Random point in Vulkan_Boss_Kampf <gen>) facing Default building facing degrees
Boss tot Kopieren
Events
Unit - Huge Firedemon 0138 <gen> Dies
Conditions
Actions
Destructible - Destroy Iron Gate 4080 <gen>
Trigger - Turn off Lava_Spawns_EIN <gen>
Trigger - Turn off Lava_Spawns_EIN_Kopieren <gen>
Hero - Add 900 experience to |cff484848Marine 0178 <gen> , Show level-up graphics
Hero - Add 900 experience to |cff484848Marine 0179 <gen> , Show level-up graphics
Hero - Add 900 experience to |cff484848Firebat 0180 <gen> , Show level-up graphics
Hero - Add 900 experience to |cff484848Demolitions 0352 <gen> , Show level-up graphics
Hero - Add 900 experience to |cff484848Medic 0432 <gen> , Show level-up graphics
Hero - Add 900 experience to |cff484848Sniper 0351 <gen> , Show level-up graphics
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)
Sound - Play H07Muradin09 <gen> at 100 % volume, attached to Marine 1141 <gen>
Cinematic - Send transmission to (All players) from Marine 1141 <gen> named Officer : Play No sound and display . Modify duration: Set to 5.00 seconds and Wait
Sound - Play H07Muradin15 <gen> at 100 % volume, attached to Marine 1141 <gen>
Cinematic - Send transmission to (All players) from Marine 1141 <gen> named Officer : Play No sound and display . Modify duration: Set to 9.00 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
Wait 10.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn off Zombies_Move <gen>
Destructible - Open Iron Gate 0135 <gen>
Cinematic - Ping minimap for (All players) at (Position of Iron Gate 0135 <gen>) for 4.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The lower Door is open again...
Wait 30.00 seconds
Destructible - Kill Shimmering Portal 5266 <gen>
Destructible - Kill Shimmering Portal 5267 <gen>
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 Coming! But could you tell us what the fuck just happened here.
Wait 10.00 seconds
Game - Display to (All players) for 50.00 seconds the text: |cffFF0000 Officer:|cffFFFFFF I don't really knowAll i remember is that hundreds of zombies were killing everybody.I started to kill as many as i could but there were coming more and more....Oh and there was some other "person" who called himself Zodiac.He screamed around that he would destroy the whole world and how weak we humans are...
Wait 5.00 seconds
Game - Display to (All players) for 30.00 seconds the text: |cffFF0000 Soldier:|cffFFFFFF Okay. I think we know what we got to do now...
Tuer oeffnen
Events
Unit - Demon Gate 0965 <gen> Dies
Conditions
Actions
Destructible - Open Iron Gate 0878 <gen>
Destructible - Open Iron Gate 4080 <gen>
Destructible - Destroy Iron Gate 0026 <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
Sound - Play H05Medivh38 <gen> at 100 % volume, attached to Villager 0963 <gen>
Cinematic - Send transmission to (All players) from Villager 0963 <gen> named Man : Play AbominationPissed5 <gen> and display Listen to me... . Modify duration: Set to 18.00 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: 400 - max
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: 400 - max
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: 1000 - max
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: 400 - max
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: 400 - max
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: 400 - max
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 .
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 Flame Strike
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 0.50 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 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
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>
Trigger - Turn off Kamera3_Rot <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>
Trigger - Turn off Kamera3_Blau <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>
Trigger - Turn off Kamera3_Blaugrau <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>
Trigger - Turn off Kamera3_Lila <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>
Trigger - Turn off Kamera3_Gelb <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>
Trigger - Turn off Kamera3_Rosa <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera_Pink <gen>
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>
Trigger - Turn off Kamera3_Rot <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>
Trigger - Turn off Kamera3_Blau <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>
Trigger - Turn off Kamera3_Blaugrau <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>
Trigger - Turn off Kamera3_Lila <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>
Trigger - Turn off Kamera3_Gelb <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>
Trigger - Turn off Kamera3_Rosa <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>
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
Kamera3 rot an
Events
Player - Player 1 (Red) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Red <gen>
Trigger - Turn off Kamera2_rot2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Rot <gen>
Kamera3 blau an
Events
Player - Player 2 (Blue) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera2_blau2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Blau <gen>
Kamera3 blaugrau an
Events
Player - Player 3 (Teal) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Teal <gen>
Trigger - Turn off Kamera2_teal2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Blaugrau <gen>
Kamera3 lila an
Events
Player - Player 4 (Purple) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Purple <gen>
Trigger - Turn off Kamera2_lila2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Lila <gen>
Kamera3 gelb an
Events
Player - Player 5 (Yellow) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Yellow <gen>
Trigger - Turn off Kamera2_gelb2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Gelb <gen>
Kamera3 Rosa an
Events
Player - Player 8 (Pink) types a chat message containing -cam3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Kamera_Pink <gen>
Trigger - Turn off Kamera2_pink2 <gen>
Wait 0.20 seconds
Trigger - Turn on Kamera3_Rosa <gen>
Kamera3 Rot
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_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
Kamera3 Blau
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_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
Kamera3 Blaugrau
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_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
Kamera3 Lila
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_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
Kamera3 Gelb
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 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_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
Kamera3 Rosa
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_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 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus for Player 6 (Orange) at (Random point in Wald <gen>) facing Default building facing degrees
Unit - Create 1 . |cffC4260BCerberus 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 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
Trigger - Turn on Pausiert <gen>
Pausiert
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in Gebiet_050 <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Unit Group - Pick every unit in (Units in Gebiet_049 <gen>) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Pause aus1
Events
Unit - A unit enters Gebiet_132 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in Gebiet_049 <gen>) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Pause aus2
Events
Unit - A unit enters Gebiet_131 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Race of (Entering unit)) Equal to Human
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in Gebiet_050 <gen>) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
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
Gegner nach Heli mit wasserbereich
Events
Unit - A unit enters Gebiet_016 <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_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BZombie for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cffC4260BAbomination for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Unit - Create 2 . |cff5BB700Mutant for Player 6 (Orange) at (Random point in Gebiet_017 <gen>) facing Default building facing degrees
Gegner gleich danach
Events
Unit - Generator 0074 <gen> Dies
Conditions
Actions
Trigger - Turn on Gegner_glei_danach_bewegen <gen>
Game - Display to (All players) for 10.00 seconds the text: |cffFF0000Something is coming...
Cinematic - Ping minimap for (All players) at (Center of Gebiet_016 <gen>) for 10.00 seconds
Wait 1.00 seconds
Sound - Play ShadeYesAttack2 <gen> at 100 % volume, located at (Center of Gebiet_018 <gen>) with Z offset 0
Unit - Create 15 . |cffC4260BAbomination for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Unit - Create 20 . |cffC4260BCrow for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 18 . |cffC4260BCerberus for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BFrost-Wyrm for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Unit - Create 5 . |cffC4260BGiant Bat for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Wait 20.00 seconds
Trigger - Turn on Hunter_Lvln <gen>
Unit - Create 10 . |cffC4260BCrow for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Unit - Create 2 . |cff5BB700Mutant for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Unit - Create 2 . Hunter for Player 6 (Orange) at (Center of Gebiet_016 <gen>) facing Default building facing degrees
Wait 10.00 seconds
Trigger - Turn off (This trigger)
Trigger - Turn off Gegner_glei_danach_bewegen <gen>
Gegner glei danach bewegen
Events
Unit - A unit enters Gebiet_016 <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in Gebiet_016 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_018 <gen>)
Hunter Lvln
Events
Unit - A unit enters Gebiet_016 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
((Entering unit) is Undead) Equal to True
Actions
Trigger - Turn off (This trigger)
Hero - Set (Entering unit) Hero-level to 10 , Hide level-up graphics
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 Lord of the Undead 0784 <gen>
Sichtbar machen dann Video un Angriff
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
(Flesh Golem 1061 <gen> is dead) Equal to True
(Flesh Golem 1062 <gen> is dead) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Unit - Unhide Lord of the Undead 0784 <gen>
Unit - Pause Lord of the Undead 0784 <gen>
Unit - Make Lord of the Undead 0784 <gen> Invulnerable
Destructible - Close Iron Gate 1095 <gen>
Hero - Set Lord of the Undead 0784 <gen> Hero-level to 25 , Hide level-up graphics
Unit - Set Lord of the Undead 0784 <gen> acquisition range to 1000000000.00
Sound - Play Doom <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Endboss <gen>
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>)
Unit Group - Pick every unit in (Units in Teleport_heros_at_end <gen>) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face Lord of the Undead 0784 <gen> over 2.00 seconds
Trigger - Turn off Kamera_Blue <gen>
Trigger - Turn off Kamera_Pink <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>
Trigger - Turn off Kamera3_Blau <gen>
Trigger - Turn off Kamera3_Blaugrau <gen>
Trigger - Turn off Kamera3_Gelb <gen>
Trigger - Turn off Kamera3_Lila <gen>
Trigger - Turn off Kamera3_Rosa <gen>
Trigger - Turn off Kamera3_Rot <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Endboss_Video for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Endboss_Video for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Endboss_Video for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Endboss_Video for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Endboss_Video for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Endboss_Video for Player 8 (Pink) over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Gebiet_129 <gen>) over 0.00 seconds
Sound - Play N07Archimonde21 <gen> at 100 % volume, attached to Lord of the Undead 0784 <gen>
Cinematic - Send transmission to (All players) from Lord of the Undead 0784 <gen> named Zodiac : Play No sound and display . Modify duration: Set to 16.00 seconds and Wait
Sound - Play L01Arthas26 <gen> at 100 % volume, located at (Center of Teleport_heros_at_end <gen>) with Z offset 0
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Marine1 : Play No sound and display ArhhhhggThis pain..What's happening . Modify duration: Set to 5.00 seconds and Wait
Sound - Play L07BArthas33 <gen> at 100 % volume, located at (Center of Teleport_heros_at_end <gen>) with Z offset 0
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Marine2 : Play No sound and display What the hell is this!? . Modify duration: Set to 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Marine : Play No sound and display I think this is Lord Zodiac.You will pay for what you have done.Time to die, Demon. . Modify duration: Set to 5.00 seconds and Wait
Sound - Play L06Garithos44 <gen> at 100 % volume, located at (Center of Teleport_heros_at_end <gen>) with Z offset 0
Wait 2.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Gebiet_127 <gen>) over 2.00 seconds
Unit - Create 2 . Militia for Player 7 (Green) at (Center of Gebiet_127 <gen>) facing Default building facing degrees
Unit - Create 1 . |cff4AA5FFRifleman for Player 7 (Green) at (Center of Gebiet_127 <gen>) facing Default building facing degrees
Sound - Play H06Arthas14 <gen> at 100 % volume, located at (Center of Teleport_heros_at_end <gen>) with Z offset 0
Cinematic - Send transmission to (All players) from |cff4AA5FFRifleman 0306 <gen> named Rifleman : Play No sound and display We will fight with you. . Modify duration: Set to 8.00 seconds and Wait
Cinematic - Send transmission to (All players) from Marine 0122 <gen> named Marine : Play No sound and display Alright.Let's go! . Modify duration: Set to 4.00 seconds and Wait
Unit Group - Pick every unit in (Units in Gebiet_127 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_128 <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Nemesis_Sound <gen>
Trigger - Turn on Milizen <gen>
Trigger - Turn on Kamera2_blau2 <gen>
Trigger - Turn on Kamera2_gelb2 <gen>
Trigger - Turn on Kamera2_lila2 <gen>
Trigger - Turn on Kamera2_pink2 <gen>
Trigger - Turn on Kamera2_rot2 <gen>
Trigger - Turn on Kamera2_teal2 <gen>
Unit - Unpause Lord of the Undead 0784 <gen>
Unit - Make Lord of the Undead 0784 <gen> Vulnerable
Trigger - Turn on Kurzer_Stop <gen>
Else - Actions
Nemesis Sound
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Sound - Play SargerasRoar <gen> at 100 % volume, attached to Lord of the Undead 0784 <gen>
Milizen
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) for 20.00 seconds the text: Some survivors came to help you.But only for 2 minutes.So hurry up!
Unit - Create 3 . Militia for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 2 . |cff4AA5FFRifleman for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Ueberlebenden_Spawn_bei_Boss <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_128 <gen>)
Wait 30.00 seconds
Unit - Create 3 . Militia for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 2 . |cff4AA5FFRifleman for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Ueberlebenden_Spawn_bei_Boss <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_128 <gen>)
Wait 30.00 seconds
Unit - Create 3 . Militia for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 2 . |cff4AA5FFRifleman for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Ueberlebenden_Spawn_bei_Boss <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_128 <gen>)
Wait 30.00 seconds
Unit - Create 3 . Militia for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 2 . |cff4AA5FFRifleman for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Ueberlebenden_Spawn_bei_Boss <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Ueberlebenden_Spawn_bei_Boss <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Gebiet_128 <gen>)
Kurzer Stop
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Order Lord of the Undead 0784 <gen> to Stop .
Teleportation
Events
Unit - Lord of the Undead 0784 <gen> Dies
Conditions
Actions
Destructible - Kill Shimmering Portal 3412 <gen>
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>
Trigger - Turn off Kamera3_Blau <gen>
Trigger - Turn off Kamera3_Blaugrau <gen>
Trigger - Turn off Kamera3_Gelb <gen>
Trigger - Turn off Kamera3_Lila <gen>
Trigger - Turn off Kamera3_Rosa <gen>
Trigger - Turn off Kamera3_Rot <gen>
Wait 1.00 seconds
Sound - Play L08Arthas40 <gen> at 100 % volume, located at (Center of Rettung <gen>) with Z offset 0
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 - Lord of the Undead 0784 <gen> Dies
Conditions
Actions
Trigger - Turn off Milizen <gen>
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 it.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 Nice to see that you are still alive.What the Hell happened here.I was waiting for you guys the whole damn time. . 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 It's a long Story i'll tell you later.I think its better if you get us out of this city... . 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 KGet 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)
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
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 off (This trigger)
Trigger - Turn on Marine_1_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Marine 0178 <gen>
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 off (This trigger)
Trigger - Turn on Marine_2_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Marine 0179 <gen>
Unit - Make |cff484848Marine 0179 <gen> Invulnerable
Unit - Pause |cff484848Marine 0179 <gen>
Firebat is tot
Events
Unit - |cff484848Firebat 0180 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Firebat_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Firebat 0180 <gen>
Unit - Make |cff484848Firebat 0180 <gen> Invulnerable
Unit - Pause |cff484848Firebat 0180 <gen>
Demo is tot
Events
Unit - |cff484848Demolitions 0352 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Sniper_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Demolitions 0352 <gen>
Unit - Make |cff484848Demolitions 0352 <gen> Invulnerable
Unit - Pause |cff484848Demolitions 0352 <gen>
Sniper is tot
Events
Unit - |cff484848Sniper 0351 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Demo_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Sniper 0351 <gen>
Unit - Make |cff484848Sniper 0351 <gen> Invulnerable
Unit - Pause |cff484848Sniper 0351 <gen>
Medic is tot
Events
Unit - |cff484848Medic 0432 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Medic_in_3_min <gen>
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 - Add classification of An Ancient to |cff484848Medic 0432 <gen>
Unit - Make |cff484848Medic 0432 <gen> Invulnerable
Unit - Pause |cff484848Medic 0432 <gen>
Marine 1 in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Marine 0178 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Marine 0178 <gen>
Else - Actions
Do nothing
Marine 2 in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Marine 0179 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Marine 0179 <gen>
Else - Actions
Do nothing
Firebat in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Firebat 0180 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Firebat 0180 <gen>
Else - Actions
Do nothing
Sniper in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Sniper 0351 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Sniper 0351 <gen>
Else - Actions
Do nothing
Demo in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Demolitions 0352 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Demolitions 0352 <gen>
Else - Actions
Do nothing
Medic in 3 min
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 180.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(|cff484848Medic 0432 <gen> is An Ancient) Equal to True
Then - Actions
Unit - Kill |cff484848Medic 0432 <gen>
Else - Actions
Do nothing
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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Marine 0178 <gen>
Trigger - Turn on Marine_1_is_tot <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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Marine 0179 <gen>
Trigger - Turn on Marine_2_is_tot <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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Firebat 0180 <gen>
Trigger - Turn on Firebat_is_tot <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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Sniper 0351 <gen>
Trigger - Turn on Sniper_is_tot <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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Demolitions 0352 <gen>
Trigger - Turn on Demo_is_tot <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 25.00 %
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)
Unit - Remove classification of An Ancient from |cff484848Medic 0432 <gen>
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