Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
LameCraft of the Dead 1.w3x
Variables
Intro By:KnotLeftB
Quests Menu
Intro
Durara
NRNM
SNS
GC
Untitled Trigger 001
Initialization
anti stuck
character selection
Neutral passive corpse
Initialization
Items
No rooftop spawn
No fountain spawn
Commander Acquire
Chaingunner Acquire
Demolitions Acquire
Medic Acquire
Point Man Acquire
Scout Acquire
Sniper Acquire
Firebat Acquire
Commander Select
Point Man Select
Medic Select
Demolitions Select
Sniper Select
Scout Select
Firebat Select
Chaingunner Select
Begin
MG Emplacement Sound
Sniper sound
UpgradesBy KnotLeftB
Radio Tower
Gold P1
Gold P1 Copy 8
Gold P1 Copy 9
Gold P1 Copy 10
Gold P1 Copy
Gold P1 Copy Copy
Gold P1 Copy Copy 2
Gold P1 Copy Copy 3
Gold P1 Copy 2
Gold P1 Copy 2 Copy
Gold P1 Copy 2 Copy 2
Gold P1 Copy 2 Copy 3
Gold P1 Copy 3
Gold P1 Copy 3 Copy
Gold P1 Copy 3 Copy 2
Gold P1 Copy 3 Copy 3
Gold P1 Copy 4
Gold P1 Copy 4 Copy
Gold P1 Copy 4 Copy 2
Gold P1 Copy 4 Copy 3
Gold P1 Copy 5
Gold P1 Copy 5 Copy
Gold P1 Copy 5 Copy 2
Gold P1 Copy 5 Copy 3
Gold P1 Copy 6
Gold P1 Copy 6 Copy
Gold P1 Copy 6 Copy 2
Gold P1 Copy 6 Copy 3
Gold P1 Copy 7
Gold P1 Copy 7 Copy
Gold P1 Copy 7 Copy 2
Gold P1 Copy 7 Copy 3
P1 Commander spots
P1 Commander Tent
P1 Tent
P1 Commander spots remove
P1 Vision
P1 Vision off
P2 Vision
P2 Vision off
P3 Vision
P3 Vision off
P4 Vision
P4 Vision off
P5 Vision
P5 Vision off
P6 Vision
P6 Vision off
P7 Vision
P7 Vision off
P8 Vision
P8 Vision off
Timer Hit 0
Control Panel
Wave 10K
Events
Firebat no u235
Firebat no 223FMJ
Firebat no Explosive
Firebat plasma only
Nemesis roar
Hero remove
unused soldier locator
Bugging out 1
Bugging out 2
Bugging out 3
Nemesis squirt
Charlie rescue
Waves
Wave 1
Wave 2
Wave 3
Wave 4
Wave 5
Wave 6
Wave 7
Wave 8
Wave 9
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
gamestart
integer
No
MGsound
integer
No
Radio
integer
No
tent
integer
No
Timer
timer
No
Wave
integer
No
WaveWAIT
integer
No
Quests Menu
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Stay Alive with the description Stick Together, Follow the Commander , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled If You Are The Commander with the description Commands:-c makes a "Stand Here" pad-Tent makes a "Tent" only if you (the commander) have wood , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Trigger - Run Begin <gen> (checking conditions)
Trigger - Run Begin <gen> (checking conditions)
Trigger - Run Begin <gen> (checking conditions)
Trigger - Run Begin <gen> (checking conditions)
Trigger - Run Begin <gen> (checking conditions)
Intro
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 1 (Red) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 2 (Blue) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 3 (Teal) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 4 (Purple) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 5 (Yellow) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 6 (Orange) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 7 (Green) over 8.00 seconds
Camera - Rotate camera 90 degrees around (Center of Region_016 <gen>) for Player 8 (Pink) over 8.00 seconds
Game - Display to (All players) for 10.00 seconds the text: Head LameCraft Scientist: Its almost ready..... Begin the testing!
Wait 10.00 seconds
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 2 (Blue) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Camera - Set the camera bounds for Player 1 (Red) to Region_016 <gen>
Game - Display to (All players) for 3.00 seconds the text: Lame Random Scientist: Oh god, Smells like Rotten Pancakes.
Wait 3.00 seconds
Game - Display to (All players) for 3.00 seconds the text: Ahhhhh!!!! OMG the Zergs!
Unit - Replace Scientist 0057 <gen> with a Transgenant using The new unit's max life and mana
Unit - Kill Scientist 0059 <gen>
Wait 3.00 seconds
Unit - Kill Scientist 0058 <gen>
Unit - Kill Scientist 0054 <gen>
Unit - Kill Scientist 0055 <gen>
Unit - Kill Scientist 0060 <gen>
Unit - Kill Scientist 0061 <gen>
Game - Display to (All players) for 3.00 seconds the text: Head LameCraft Scientist: OH CRUD! QUICK! Hide in the Bathroom!!
Unit - Order Head Scientist 0064 <gen> to Move To . (Center of Region_018 <gen>)
Wait 3.00 seconds
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 2 (Blue) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
Camera - Pan camera for Player 1 (Red) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Character_Select <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Character_Select <gen>) over 1.00 seconds
Cinematic - Enable user control for (All players) .
Cinematic - Turn cinematic mode Off for (All players)
Durara
Events
Player - Player 1 (Red) types a chat message containing -DRRR (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play Durarara_OP2__full_version <gen>
NRNM
Events
Player - Player 1 (Red) types a chat message containing -NRNM (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play Nurarihyon_No_Mago_Sennen_Makyo_Opening_2_Full <gen>
SNS
Events
Player - Player 1 (Red) types a chat message containing -SNS (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play _______FINAL_ED2__ONE_FULL___u <gen>
GC
Events
Player - Player 1 (Red) types a chat message containing -GC (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play Guilty_Crown_Full_Opening_2__The_Everlasting_Guilty_Crown__Single <gen>
Untitled Trigger 001
Events
Player - Player 1 (Red) types a chat message containing -music off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Stop music After fading
anti stuck
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
character selection
Events
Time - Elapsed game time is 60.00 seconds
Conditions
gamestart Equal to 0
Actions
Trigger - Run Begin <gen> (ignoring conditions)
Neutral passive corpse
Events
Unit - A unit Dies
Conditions
(Playing_Area <gen> contains (Dying unit)) Equal to True
(Owner of (Dying unit)) Equal to Neutral Passive
Actions
Unit - Suspend corpse decay for (Dying unit)
Initialization
Events
Map initialization
Conditions
Actions
Unit - Make units Retain color when rescued
Unit - Change ownership of Radio Tower 0007 <gen> to Neutral Extra and Change color
Unit - Move Radio Tower 0007 <gen> instantly to (Random point in Playing_Area <gen>)
For each (Integer A) from 1 to 40 , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie (Stationary) for Neutral Hostile at (Random point in Playing_Area <gen>) facing (Random real number between 0 and 360.00) degrees
Animation - Play (Last created unit) 's death animation
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Neutral Hostile as an Ally with shared vision
Player - Make Neutral Hostile treat (Picked player) as an Ally with shared vision
Player - Make (Picked player) treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat (Picked player) as an Enemy
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
AI - Ignore the guard positions of all (Picked player) units
Player - Make (Picked player) treat Neutral Extra as an Neutral
Environment - Set sky to Lordaeron Winter Sky (Red)
Game - Set time of day speed to 1.00 % of the default speed
Game - Set the time of day to 17.96
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Zoom_out_cam for (Picked player) over 0 seconds
Unit - Make Radio Tower 0007 <gen> Invulnerable
Player - Set Player 1 (Red) . Current lumber to 3
Items
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Item - Create Combat Armor at (Random point in Playing_Area <gen>)
Item - Create Kevlar Vest at (Random point in Playing_Area <gen>)
Item - Create Combat Armor at (Random point in Playing_Area <gen>)
Item - Create U-235 Shells at (Random point in Playing_Area <gen>)
Item - Create U-235 Shells at (Random point in Playing_Area <gen>)
Item - Create Kevlar Vest at (Random point in Playing_Area <gen>)
Item - Create Kevlar Vest at (Random point in Playing_Area <gen>)
Item - Create Kevlar Vest at (Random point in Playing_Area <gen>)
Item - Create Combat Armor at (Random point in Playing_Area <gen>)
Item - Create Powered Armor at (Random point in Playing_Area <gen>)
Item - Create .223 FMJ Shells at (Random point in Playing_Area <gen>)
Item - Create Slap Patch at (Random point in Playing_Area <gen>)
Item - Create Slap Patch at (Random point in Playing_Area <gen>)
Item - Create Powered Armor at (Random point in Playing_Area <gen>)
Item - Create Slap Patch at (Random point in Playing_Area <gen>)
Item - Create .223 FMJ Shells at (Random point in Playing_Area <gen>)
Item - Create Explosive Rounds at (Random point in Playing_Area <gen>)
Item - Create Explosive Rounds at (Random point in Playing_Area <gen>)
Item - Create U-235 Shells at (Random point in Playing_Area <gen>)
Item - Create Anti-T-Virus at (Random point in Playing_Area <gen>)
Item - Create Explosive Rounds at (Random point in Playing_Area <gen>)
Item - Create Night Vision Goggles at (Random point in Playing_Area <gen>)
Item - Create Smart Gun Link at (Random point in Playing_Area <gen>)
Item - Create Slap Patch at (Random point in Playing_Area <gen>)
Item - Create Smart Gun Link at (Random point in Playing_Area <gen>)
Item - Create GVRS at (Random point in Playing_Area <gen>)
Item - Create .223 FMJ Shells at (Random point in Playing_Area <gen>)
Item - Create GVRS at (Random point in Playing_Area <gen>)
Item - Create Bionic Implants at (Random point in Playing_Area <gen>)
Item - Create GVRS at (Random point in Playing_Area <gen>)
Item - Create Platelet Factory at (Random point in Playing_Area <gen>)
Item - Create Platelet Factory at (Random point in Playing_Area <gen>)
Item - Create Plasma Accelerant at (Random point in Playing_Area <gen>)
Item - Create Night Vision Goggles at (Random point in Playing_Area <gen>)
Item - Create Anti-T-Virus at (Random point in Playing_Area <gen>)
Item - Create Plasma Accelerant at (Random point in Playing_Area <gen>)
Item - Create Plasma Accelerant at (Random point in Playing_Area <gen>)
Item - Create Plasma Accelerant at (Random point in Playing_Area <gen>)
Item - Create Goo Shots at (Random point in Playing_Area <gen>)
Item - Create Bionic Implants at (Random point in Playing_Area <gen>)
Item - Create Bionic Implants at (Random point in Playing_Area <gen>)
Item - Create Goo Shots at (Random point in Playing_Area <gen>)
No rooftop spawn
Events
Unit - A unit enters Rooftop_1 <gen>
Conditions
((Entering unit) is A ground unit) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Playing_Area <gen>)
No fountain spawn
Events
Unit - A unit enters Big_fountain <gen>
Conditions
((Entering unit) is A ground unit) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Playing_Area <gen>)
Commander Acquire
Events
Unit - A unit comes within 256 of Lame SquadLeader 0027 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame SquadLeader 0027 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame SquadLeader 0027 <gen> to (Owner of (Triggering unit)) and Retain color
Chaingunner Acquire
Events
Unit - A unit comes within 256 of Lame ChainGunner 0020 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame ChainGunner 0020 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame ChainGunner 0020 <gen> to (Owner of (Triggering unit)) and Retain color
Demolitions Acquire
Events
Unit - A unit comes within 256 of Lame Mine Expertise 0021 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame Mine Expertise 0021 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame Mine Expertise 0021 <gen> to (Owner of (Triggering unit)) and Retain color
Medic Acquire
Events
Unit - A unit comes within 256 of Lame Healing Guy 0023 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame Healing Guy 0023 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame Healing Guy 0023 <gen> to (Owner of (Triggering unit)) and Retain color
Point Man Acquire
Events
Unit - A unit comes within 256 of Lame Gunner Guy 0024 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame Gunner Guy 0024 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame Gunner Guy 0024 <gen> to (Owner of (Triggering unit)) and Retain color
Scout Acquire
Events
Unit - A unit comes within 256 of Lame ScoutManiac 0025 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame ScoutManiac 0025 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame ScoutManiac 0025 <gen> to (Owner of (Triggering unit)) and Retain color
Sniper Acquire
Events
Unit - A unit comes within 256 of Lame CheapShotter 0026 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame CheapShotter 0026 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame CheapShotter 0026 <gen> to (Owner of (Triggering unit)) and Retain color
Firebat Acquire
Events
Unit - A unit comes within 256 of Lame FireBat 0022 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of Lame FireBat 0022 <gen>) slot status) Not equal to Is playing
((Owner of (Triggering unit)) controller) Equal to User
Actions
Unit - Change ownership of Lame FireBat 0022 <gen> to (Owner of (Triggering unit)) and Retain color
Commander Select
Events
Unit - A unit enters Squad_Leader_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame SquadLeader 0027 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame SquadLeader 0027 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame SquadLeader 0027 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0018 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 9.00 seconds the text: Lt. Frost is the leader of S.T.A.R.S. Alpha. While he is a formidable combatant, his real strength is his tactical and command abilities, which increase the potential of his squad members. He has a few other tricks up his sleeve, too...
Point Man Select
Events
Unit - A unit enters PointMan_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame Gunner Guy 0024 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame Gunner Guy 0024 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame Gunner Guy 0024 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0015 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 10.00 seconds the text: "Madman" Jack Boyle is on point for S.T.A.R.S. Alpha. He is by and large the most well-rounded soldier on Alpha squad, having talents that range from tactics to first aid. His challenge, however, is determining where and how his skills can best be used.
Medic Select
Events
Unit - A unit enters Medic_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame Healing Guy 0023 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame Healing Guy 0023 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame Healing Guy 0023 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0014 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 9.00 seconds the text: Ian "Coolhand" Lucas is the field medic for S.T.A.R.S. Alpha. While his combat skills are rather poor, he is an indispensible member of the squad. His medical talents keep the team alive and help them combat the effects of the T-virus.
Demolitions Select
Events
Unit - A unit enters Explosives_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame Mine Expertise 0021 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame Mine Expertise 0021 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame Mine Expertise 0021 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0013 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 10.00 seconds the text: Ronan "Dynamite" MacKensey has one job: make stuff blow up. Between his rocket launcher and claymore mines, the task should seem easy. Be careful not to get overwhelmed, though, as his low rate of fire and slow movement speed could make escape difficult.
Sniper Select
Events
Unit - A unit enters Sniper_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame CheapShotter 0026 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame CheapShotter 0026 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame CheapShotter 0026 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0017 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 9.00 seconds the text: Don "The Reaper" McQueen is S.T.A.R.S. top marksman. He has the potential to do the most damage to a single target of any Alpha squad member, but his lack of defensive abilities and low rate of fire make it difficult for him to work alone.
Scout Select
Events
Unit - A unit enters Scout_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame ScoutManiac 0025 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame ScoutManiac 0025 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame ScoutManiac 0025 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0016 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 10.00 seconds the text: Benny Hobbs is a ghost. His high-tech camoflage and quick movement speed makes him the only alpha squad member able to maneuver through hostile territory with any ease. In addition, his mechanical abilities will help the squad maintain a perimiter.
Firebat Select
Events
Unit - A unit enters Firebat_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame FireBat 0022 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame FireBat 0022 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame FireBat 0022 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0019 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 10.00 seconds the text: Adam Harrington is armed with a powerful flamethrower. It has a short range, but lots of splash damage and an extremely high rate of fire. He also has the best armor and HP of any alpha squad member. He's going to need them, too, as his place is on the front line.
Chaingunner Select
Events
Unit - A unit enters Chaingunner_Select <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of Lame ChainGunner 0020 <gen> to (Owner of (Entering unit)) and Change color
Unit - Move Lame ChainGunner 0020 <gen> instantly to (Random point in Playing_Area <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Lame ChainGunner 0020 <gen>) over 0.50 seconds
Unit - Kill (Entering unit)
Unit - Kill Circle of Power 0012 <gen>
Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player)).) for 10.00 seconds the text: Nick "Tank" Kazbian's specialty is the Heavy Machine Gun. His weapon has a shorter range than most others, but it's high rate of fire makes damage bonuses all the more potent. He moves slowly, so he should take care not to get too deep in enemy territory.
Begin
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units in Character_Select <gen> matching ((((Owner of (Matching unit)) slot status) Equal to Is playing) and ((Owner of (Matching unit)) Not equal to Neutral Passive)))) Equal to 0
Actions
Trigger - Turn off (This trigger)
Set Variable Set gamestart = "1"
Unit Group - Pick every unit in (Units in Character_Select <gen> matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Random unit from (Units of type Soul))) and Retain color
Game - Display to (All players matching ((Owner of (Picked unit)) Equal to (Matching player)).) for 3.00 seconds the text: A hero has been randomly selected for you.
Unit - Move (Picked unit) instantly to (Random point in Playing_Area <gen>)
Wait 5.00 seconds
Unit Group - Pick every unit in (Units in Character_Select <gen>) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is unused).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Rescuable by (All allies of Player 1 (Red).)
Unit - Limit rescue events for (Picked unit) to a range of 500.00
Wait 2 seconds
Unit - Order (Picked unit) to Attack-Move To . (Position of (Random unit from (Units in (Playable map area) matching (((Owner of (Matching unit)) slot status) Equal to Is playing))))
Trigger - Run Wave_1 <gen> (ignoring conditions)
MG Emplacement Sound
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to MG Emplacement
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MGsound Equal to 0
Then - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Attacking unit) using Abilities\Weapons\Rifle\RifleImpact.mdl
Sound - Play GyrocopterImpactHit1 <gen> at 100 % volume, attached to (Attacking unit)
Set Variable Set MGsound = "1"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MGsound Equal to 1
Then - Actions
Sound - Play GyrocopterImpactHit2 <gen> at 100 % volume, attached to (Attacking unit)
Set Variable Set MGsound = "2"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MGsound Equal to 2
Then - Actions
Sound - Play GyrocopterImpactHit3 <gen> at 100 % volume, attached to (Attacking unit)
Set Variable Set MGsound = "0"
Else - Actions
Sniper sound
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Lame CheapShotter
Actions
Sound - Play FlakCannon <gen> at 100 % volume, attached to (Attacking unit)
Radio Tower
Events
Unit - A unit comes within 20.00 of Radio Tower 0007 <gen>
Conditions
Radio Equal to 1
Actions
Unit - Move (Triggering unit) instantly to (Center of Radio_Tower1 <gen>)
Gold P1
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 5 to Player 1 (Red) . Current gold
Gold P1 Copy 8
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 5 to Player 1 (Red) . Current gold
Gold P1 Copy 9
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 5 to Player 1 (Red) . Current gold
Gold P1 Copy 10
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 5 to Player 1 (Red) . Current gold
Gold P1 Copy
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Player - Add 5 to Player 2 (Blue) . Current gold
Gold P1 Copy Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Player - Add 5 to Player 2 (Blue) . Current gold
Gold P1 Copy Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Player - Add 5 to Player 2 (Blue) . Current gold
Gold P1 Copy Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Player - Add 5 to Player 2 (Blue) . Current gold
Gold P1 Copy 2
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Player - Add 5 to Player 3 (Teal) . Current gold
Gold P1 Copy 2 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Player - Add 5 to Player 3 (Teal) . Current gold
Gold P1 Copy 2 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Player - Add 5 to Player 3 (Teal) . Current gold
Gold P1 Copy 2 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Player - Add 5 to Player 3 (Teal) . Current gold
Gold P1 Copy 3
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Player - Add 5 to Player 4 (Purple) . Current gold
Gold P1 Copy 3 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Player - Add 5 to Player 4 (Purple) . Current gold
Gold P1 Copy 3 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Player - Add 5 to Player 4 (Purple) . Current gold
Gold P1 Copy 3 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Player - Add 5 to Player 4 (Purple) . Current gold
Gold P1 Copy 4
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 5 to Player 5 (Yellow) . Current gold
Gold P1 Copy 4 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 5 to Player 5 (Yellow) . Current gold
Gold P1 Copy 4 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 5 to Player 5 (Yellow) . Current gold
Gold P1 Copy 4 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 5 to Player 5 (Yellow) . Current gold
Gold P1 Copy 5
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 5 to Player 6 (Orange) . Current gold
Gold P1 Copy 5 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 5 to Player 6 (Orange) . Current gold
Gold P1 Copy 5 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 5 to Player 6 (Orange) . Current gold
Gold P1 Copy 5 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 5 to Player 6 (Orange) . Current gold
Gold P1 Copy 6
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Player - Add 5 to Player 7 (Green) . Current gold
Gold P1 Copy 6 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Player - Add 5 to Player 7 (Green) . Current gold
Gold P1 Copy 6 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Player - Add 5 to Player 7 (Green) . Current gold
Gold P1 Copy 6 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Player - Add 5 to Player 7 (Green) . Current gold
Gold P1 Copy 7
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Player - Add 5 to Player 8 (Pink) . Current gold
Gold P1 Copy 7 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Player - Add 5 to Player 8 (Pink) . Current gold
Gold P1 Copy 7 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Player - Add 5 to Player 8 (Pink) . Current gold
Gold P1 Copy 7 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Player - Add 5 to Player 8 (Pink) . Current gold
P1 Commander spots
Events
Player - Player 1 (Red) types a chat message containing -c (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Stand Here for Neutral Extra at (Position of (Random unit from (Units currently selected by Player 1 (Red)))) facing Default building facing degrees
P1 Commander Tent
Events
Player - Player 1 (Red) types a chat message containing -tent (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Player 1 (Red) Current lumber) Greater than or equal to 1
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Unit - Create 1 . Tent for Neutral Extra at (Position of (Random unit from (Units currently selected by Player 1 (Red)))) facing Default building facing degrees
Game - Display to (All players) for 58.00 seconds the text: The Commander Made 1 of 3 Tents to buy stuff, you now have untill this message disapears(60 sec) to buy items!!
P1 Tent
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Tent
Actions
Wait 60.00 seconds
Unit - Remove (Triggering unit) from the game
P1 Commander spots remove
Events
Player - Player 1 (Red) types a chat message containing -r (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Remove (Random unit from (Units of type Stand Here)) from the game
P1 Vision
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision
P1 Vision off
Events
Unit - A unit owned by Player 1 (Red) . Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
P2 Vision
Events
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
P2 Vision off
Events
Unit - A unit owned by Player 2 (Blue) . Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
P3 Vision
Events
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
P3 Vision off
Events
Unit - A unit owned by Player 3 (Teal) . Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally
P4 Vision
Events
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
P4 Vision off
Events
Unit - A unit owned by Player 4 (Purple) . Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally
P5 Vision
Events
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
P5 Vision off
Events
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally
P6 Vision
Events
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
P6 Vision off
Events
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally
P7 Vision
Events
Unit - A unit owned by Player 7 (Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision
P7 Vision off
Events
Unit - A unit owned by Player 7 (Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally
P8 Vision
Events
Unit - A unit owned by Player 8 (Pink) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision
P8 Vision off
Events
Unit - A unit owned by Player 8 (Pink) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bionic Implants
Actions
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally
Timer Hit 0
Events
Time - Timer expires
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: KnotLeftBehind: Well this is all i ahve got now... I will add an ending/ intro soon! I am starting a RE Clan soon so add me to your list and find me if you want to join
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 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Control Panel
Events
Unit - A unit enters Control_Panel <gen>
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: |c00959697:| Loading Now
Wait 2.00 seconds
Game - Display to (All players) for 2.00 seconds the text: |c00959697:| I have sent a message
Wait 2.00 seconds
Game - Display to (All players) for 2.00 seconds the text: |c00959697:| They will be here in 5 mins.
Wait 2.00 seconds
Game - Display to (All players) for 2.00 seconds the text: |c00959697:| Ummm... What does this RED button do?
Wait 2.00 seconds
Game - Display to (All players) for 2.00 seconds the text: |c00959697:| Shoot RUN!!!
Wait 2.00 seconds
Trigger - Turn off Radio_Tower <gen>
Unit - Move (Random unit from (Units in Radio_Towe_ARea <gen>)) instantly to (Position of Radio Tower 0007 <gen>)
Unit - Kill Radio Tower 0007 <gen>
Countdown Timer - Start (Expiring timer) as a One-shot timer that will expire in 300.00 seconds
Set Variable Set Timer = (Expiring timer)
Trigger - Turn on Wave_10K <gen>
Wave 10K
Events
Conditions
Actions
Wait 15.00 seconds
Trigger - Turn off (This trigger)
For each (Integer A) from 1 to 22 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination (5th Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (5th Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (8th Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Set Variable Set WaveWAIT = "0"
Game - Display to (All players) for 10.00 seconds the text: Test Wave: 10
Firebat no u235
Events
Unit - Lame FireBat 0022 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to U-235 Shells
Actions
Hero - Drop (Item being manipulated) from Lame FireBat 0022 <gen> .
Game - Display to (All players matching ((Owner of Lame FireBat 0022 <gen>) Equal to (Matching player)).) for 1.00 seconds the text: |c00fffc01Flamethrowers don't use bullets!|r
Firebat no 223FMJ
Events
Unit - Lame FireBat 0022 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to .223 FMJ Shells
Actions
Hero - Drop (Item being manipulated) from Lame FireBat 0022 <gen> .
Game - Display to (All players matching ((Owner of Lame FireBat 0022 <gen>) Equal to (Matching player)).) for 1.00 seconds the text: |c00fffc01Flamethrowers don't use bullets!|r
Firebat no Explosive
Events
Unit - Lame FireBat 0022 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Explosive Rounds
Actions
Hero - Drop (Item being manipulated) from Lame FireBat 0022 <gen> .
Game - Display to (All players matching ((Owner of Lame FireBat 0022 <gen>) Equal to (Matching player)).) for 1.00 seconds the text: |c00fffc01Flamethrowers don't use bullets!|r
Firebat plasma only
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Plasma Accelerant
(Hero manipulating item) Not equal to Lame FireBat 0022 <gen>
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (All players matching ((Owner of (Hero manipulating item)) Equal to (Matching player)).) for 1.00 seconds the text: |c00fffc01Only the Firebat can use this item.|r
Nemesis roar
Events
Time - Every (Random real number between 5.00 and 15.00) seconds of game time
Conditions
Actions
Sound - Play SargerasRoar <gen> at 100 % volume, attached to (Random unit from (Units of type Nemesis))
Hero remove
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Wait 5.00 seconds
Unit - Remove (Dying unit) from the game
unused soldier locator
Events
Time - Every 5.00 seconds of game time
Conditions
Wave Greater than 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame ChainGunner 0020 <gen>) slot status) Equal to Is unused
(Lame ChainGunner 0020 <gen> is alive) Equal to True
Cinematic - Ping minimap for (All players) at (Position of Lame ChainGunner 0020 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Lame Mine Expertise 0021 <gen> is alive) Equal to True
((Owner of Lame Mine Expertise 0021 <gen>) slot status) Equal to Is unused
Cinematic - Ping minimap for (All players) at (Position of Lame Mine Expertise 0021 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Lame FireBat 0022 <gen> is alive) Equal to True
((Owner of Lame FireBat 0022 <gen>) slot status) Equal to Is unused
((Playable map area) contains Lame Healing Guy 0023 <gen>) Equal to True
Then - Actions
Cinematic - Ping minimap for (All players) at (Position of Lame FireBat 0022 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame Healing Guy 0023 <gen>) slot status) Equal to Is unused
(Lame Healing Guy 0023 <gen> is alive) Equal to True
((Playable map area) contains Lame Healing Guy 0023 <gen>) Equal to True
Then - Actions
Cinematic - Ping minimap for (All players) at (Position of Lame Healing Guy 0023 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame Gunner Guy 0024 <gen>) slot status) Equal to Is unused
(Lame Gunner Guy 0024 <gen> is alive) Equal to True
((Playable map area) contains Lame Gunner Guy 0024 <gen>) Equal to True
Then - Actions
Cinematic - Ping minimap for (All players) at (Position of Lame Gunner Guy 0024 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame ScoutManiac 0025 <gen>) slot status) Equal to Is unused
(Lame ScoutManiac 0025 <gen> is alive) Equal to True
Cinematic - Ping minimap for (All players) at (Position of Lame ScoutManiac 0025 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame CheapShotter 0026 <gen>) slot status) Equal to Is unused
(Lame CheapShotter 0026 <gen> is alive) Equal to True
Cinematic - Ping minimap for (All players) at (Position of Lame CheapShotter 0026 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Lame SquadLeader 0027 <gen>) slot status) Equal to Is unused
(Lame SquadLeader 0027 <gen> is alive) Equal to True
Cinematic - Ping minimap for (All players) at (Position of Lame SquadLeader 0027 <gen>) for 2.00 seconds, using a Simple ping of color ( 100.00 %, 100 %, 100 %)
Else - Actions
Bugging out 1
Events
Unit - A unit Dies
Conditions
Wave Greater than or equal to 1
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of Player 1 (Red).) Equal to True)))) Less than or equal to 6
Actions
Trigger - Turn off (This trigger)
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c000042ffHobbs:|r Holy shit we're all gonna die!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 3.50 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 7.00 seconds the text: |cff8b00ffFrost:|r Keep it together, Hobbs! Stick close and concentrate your fire!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r I'm not dying! Not today!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00feba0eHarrington:|r Yeah! Come get some, you freaks!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c00106246Kazbian:|r I don't wanna hear it, Hobbs! I'm not going down that easy!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c001ce6b9McQueen:|r We don't stand a chance out here!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r Stay with me, Don. I need you focused!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c001e4b4bMacKensey:|r Don't fall apart on us now, McQueen.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r Keep it cool and we'll get out of here.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00106246Kazbian:|r There's just too many of them!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r Hah! It'll take Satan himself to kill me!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c00959697Lucas:|r The way things are going, that wouldn't surprise me at all...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
Else - Actions
Bugging out 2
Events
Unit - A unit Dies
Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of Player 1 (Red).) Equal to True)))) Less than or equal to 4
Wave Greater than or equal to 1
Actions
Trigger - Turn off (This trigger)
Wait 7.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c001e4b4bMacKensey:|r I can't hold them off any more!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 8.00 seconds the text: |cff8b00ffFrost:|r We can still get out of here, but not if we fall apart, MacKensey! You understand me?!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r Just keep shooting!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00959697Lucas:|r We've got to keep trying!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c001ce6b9McQueen:|r I'm not ready to give up yet!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00106246Kazbian:|r Stay behind me! We're not done yet!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00959697Lucas:|r We're done for!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 8.00 seconds the text: |cff8b00ffFrost:|r Ian, next week is my daughter's birthday party, and you don't show up, she's going to be very angry with you!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00106246Kazbian:|r Not while I'm around!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c0000005aBoyle:|r Never say die, Ian! Especially not while I'm still around!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c000042ffHobbs:|r No! Not yet! We've got to get out of here!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c001ce6b9McQueen:|r Don't give up, Ian! We're gonna make it!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c001ce6b9McQueen:|r We're toast! We're all dead!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |cff8b00ffFrost:|r Just keep looking through those crosshairs, McQueen! I'll think of something!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r Speak for yourself, McQueen!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c000042ffHobbs:|r Snap out of it, McQueen! We've got to keep trying!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00106246Kazbian:|r He's right. We're sitting ducks out here.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 3.00 seconds the text: |c00106246Kazbian:|r YAAAAAAHHH!!!!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 3.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r Ha HA! Let 'em have it, Tank!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c000042ffHobbs:|r Give it to 'em, Tank!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |cff8b00ffFrost:|r That's right, Kazbian! Don't give up! Never give up!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c000042ffHobbs:|r Oh my God, we're gonna die! We are going to DIE!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |cff8b00ffFrost:|r Shut up, Hobbs!!! Shut up or I'll shoot you myself!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r Shut up, or I'll make sure you're the next one to go, Hobbs!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r I'll kill every one of you, you filthy bastards!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r You haven't beaten us til we fired every last bullet!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Else - Actions
Else - Actions
Bugging out 3
Events
Unit - A unit Dies
Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of Player 1 (Red).) Equal to True)))) Less than or equal to 2
Wave Greater than or equal to 1
Actions
Trigger - Turn off (This trigger)
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c001ce6b9McQueen:|r They're not getting me! I'm not dying here!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c001e4b4bMacKensey:|r There's not enough dynamite in the world to blast them all!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r For every man I've lost, I'll kill a dozen of you freakish bastards!!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c00106246Kazbian:|r I've got a bullet for every one of you! We'll see who lives and who dies tonight!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r You can't stop me! I'm invincible, you bastards!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c00feba0eHarrington:|r You want me? HUH?! YOU WANT ME YOU SONS OF BITCHES?! I'M RIGHT HERE! COME AND GET ME!!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 7.00 seconds the text: |c000042ffHobbs:|r Alright, Hobbs. You're silent. You're a ghost. They can't kill what they can't find, right? Right.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00959697Lucas:|r I will NOT be beaten by a virus! That's all it is - a disease, and no disease is going to stop me!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Nemesis squirt
Events
Time - Every 12.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Nemesis) and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the foot left (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\NightElf\NightElfBlood\NightElfBloodDruidoftheClaw.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the hand right (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\NightElf\NightElfBlood\NightElfBloodDruidoftheTalon.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\NightElf\NightElfBlood\NightElfBloodDryad.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the foot right (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodGrunt.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the hand left (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Orc\Orcblood\OrcBloodHellScream.mdl
Wait (Random real number between 0.60 and 2.00) seconds
Special Effect - Destroy (Last created special effect)
Charlie rescue
Events
Unit - A unit Is rescued
Conditions
(Unit-type of (Triggering unit)) Equal to Sargeant Wieland
Actions
Unit - Change color of (Triggering unit) to Red
Game - Display to (All players) for 6.00 seconds the text: |c00ff0303Wieland:|r Thank God you found us. I was beginning to lose hope.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Sargeant Wieland))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 7.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r Are you three all that made it?
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Game - Display to (All players) for 12.00 seconds the text: |c00ff0303Wieland:|r Our chopper got hit hard. Michaels and Smith died before we even had the chance to bail out. Wong didn't survive our first encounter with the creatures. The others I don't know about.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Sargeant Wieland))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 13.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r We've got to get out of here. Is your transmitter working?
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Game - Display to (All players) for 0.50 seconds the text: |c00ff0303Wieland:|r No, but...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Sargeant Wieland))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 1.50 seconds
Else - Actions
Game - Display to (All players) for 8.00 seconds the text: |c00ff0303Wieland:|r We gotta get out of here. I saw a radio tower just before we crashed. Maybe we can signal for help there.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Sargeant Wieland))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Cinematic - Ping minimap for (All players) at (Position of (Random unit from (Units of type Radio Tower))) for 60.00 seconds
Unit - Make (Random unit from (Units of type Radio Tower)) Rescuable by (All allies of Player 1 (Red).)
Set Variable Set Radio = "1"
Wave 1
Events
Conditions
Actions
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "1"
Sound - Play GhoulWhat1 <gen>
Wait 0.40 seconds
Sound - Play GhoulYes1 <gen>
Wait 0.50 seconds
Sound - Play GhoulWhat3 <gen>
Wait 0.50 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 3.00 seconds the text: |c001ce6b9McQueen:|r Did you guys hear a noise just now?
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 3.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise)))) Greater than 0
Then - Actions
Game - Display to (All players) for 3.00 seconds the text: |c001e4b4bMacKensey:|r What the bloody hell?!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Mine Expertise))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Game - Display to (All players) for 7.00 seconds the text: |cff8b00ffFrost:|r Stay calm, gentlemen. Meet at the rendezvous point.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
For each (Integer A) from 1 to 40 , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie (1st Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (1st Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (1st Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00959697Lucas:|r Keep your distance! The T-Virus is highly contagious...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Set Variable Set WaveWAIT = "0"
Wave 2
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 1
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 10
Actions
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "2"
For each (Integer A) from 1 to 25 , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (2nd wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00106246Kazbian:|r They just keep coming...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c0000005aBoyle:|r Then they're gonna' keep gettin' mowed down!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Else - Actions
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Set Variable Set WaveWAIT = "0"
Wave 3
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 2
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 10
Actions
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "3"
For each (Integer A) from 1 to 25 , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (2nd wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Set Variable Set WaveWAIT = "0"
Wave 4
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 3
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 10
Actions
Trigger - Turn off (This trigger)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r Hey - can you feel that?
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 2.00 seconds the text: |c000042ffHobbs:|r Feel what?
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 3.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame FireBat)))) Greater than 0
Then - Actions
Game - Display to (All players) for 4.00 seconds the text: |c00feba0eHarrington:|r The ground's shifting!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 3.00 seconds
Else - Actions
Else - Actions
Else - Actions
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "4"
Unit - Create 1 . Burrower for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units in Playing_Area <gen> matching ((((Matching unit) belongs to an enemy of Player 12 (Brown).) Equal to True) and (((Matching unit) is A Hero) Equal to True))))) with size (400.00, 400.00))) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Wait 0.40 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 1.00 seconds the text: |c0000005aBoyle:|r Look out!!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
Unit - Create 1 . Burrower for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units in Playing_Area <gen> matching ((((Matching unit) belongs to an enemy of Player 12 (Brown).) Equal to True) and (((Matching unit) is A Hero) Equal to True))))) with size (400.00, 400.00))) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Wait 0.40 seconds
Unit - Create 1 . Burrower for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units in Playing_Area <gen> matching ((((Matching unit) belongs to an enemy of Player 12 (Brown).) Equal to True) and (((Matching unit) is A Hero) Equal to True))))) with size (400.00, 400.00))) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Burrower)) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Hostile and Retain color
Wait 15.00 seconds
For each (Integer A) from 1 to 25 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination (2nd wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Set Variable Set WaveWAIT = "0"
Wave 5
Events
Time - Elapsed game time is 560.00 seconds
Conditions
Actions
Set Variable Set Wave = "5"
For each (Integer A) from 1 to 25 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination (2nd wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Wave 6
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 4
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 10
Actions
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "6"
Wait 5.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit - Create 1 . Stalker for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Set Variable Set WaveWAIT = "0"
Wave 7
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 6
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 2
Actions
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "7"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame SquadLeader)))) Greater than 0
Then - Actions
Unit - Create 1 . Sargeant Wieland for Neutral Passive at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Unit - Create 1 . Aaron "Deadeye" Andrese for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units of type Sargeant Wieland))) with size (300.00, 300.00))) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Unit - Create 1 . Gregory "Jester" Pendzick for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units of type Sargeant Wieland))) with size (300.00, 300.00))) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r Hold on, I'm getting a transmission -
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 6.00 seconds
Game - Display to (All players) for 4.00 seconds the text: |cff8b00ffFrost:|r I can't make anything out but it's on charlie squad's frequency...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 6.00 seconds the text: |c000042ffHobbs:|r I've got a fix on the origin, sir. The coordinates aren't far from here.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Cinematic - Ping minimap for (All players) at (Position of (Random unit from (Units of type Sargeant Wieland))) for 60.00 seconds, using a Simple ping of color ( 0.00 %, 0.00 %, 100 %)
Wait 8.00 seconds
Else - Actions
Game - Display to (All players) for 5.00 seconds the text: |cff8b00ffFrost:|r If any members of charlie made it, we'd better find them - and fast.
Cinematic - Ping minimap for (All players) at (Position of (Random unit from (Units of type Sargeant Wieland))) for 5.00 seconds, using a Simple ping of color ( 0.00 %, 0.00 %, 100 %)
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame SquadLeader))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame CheapShotter)))) Greater than 0
Then - Actions
Game - Display to (All players) for 7.00 seconds the text: |c001ce6b9McQueen:|r We can't stay here! What do we do now?!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 8.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ChainGunner)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00106246Kazbian:|r He's right. We're sitting ducks out here.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ChainGunner))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 6.00 seconds
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Unit - Create 1 . Sargeant Wieland for Neutral Passive at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Unit - Create 1 . Aaron "Deadeye" Andrese for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units of type Sargeant Wieland))) with size (300.00, 300.00))) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Unit - Create 1 . Gregory "Jester" Pendzick for Neutral Passive at (Random point in (Region centered at (Position of (Random unit from (Units of type Sargeant Wieland))) with size (300.00, 300.00))) facing Default building facing degrees
Unit - Make (Last created unit) Rescuable by (All allies of Player 1 (Red).)
Game - Display to (All players) for 8.00 seconds the text: |c000042ffHobbs:|r Wait a second! I'm picking up a transmission. I can't make it out but it's on charlie squad's frequency...
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 8.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00959697Lucas:|r We've got to find them!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 5.00 seconds
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac)))) Greater than 0
Then - Actions
Game - Display to (All players) for 8.00 seconds the text: |c000042ffHobbs:|r I think I can pinpoint the origin... yeah, I got it. Let's go!
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame ScoutManiac))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Cinematic - Ping minimap for (All players) at (Position of (Random unit from (Units of type Sargeant Wieland))) for 60.00 seconds, using a Simple ping of color ( 0.00 %, 0.00 %, 100 %)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Playing_Area <gen> matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Lame Healing Guy)))) Greater than 0
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: |c00959697Lucas:|r I think I saw a radio tower just before we crashed. Maybe we can signal for help there.
Cinematic - Flash a speech indicator for (Random unit from (Units in Playing_Area <gen> matching ((Unit-type of (Matching unit)) Equal to Lame Gunner Guy))) of color ( 100 %, 100 %, 100 %) with 0 % transparency
Cinematic - Ping minimap for (All players) at (Position of (Random unit from (Units of type Radio Tower))) for 60.00 seconds
Unit - Make (Random unit from (Units of type Radio Tower)) Rescuable by (All allies of Player 1 (Red).)
Else - Actions
For each (Integer A) from 1 to 40 , do (Actions)
Loop - Actions
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (1st Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Wait 1.50 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Set Variable Set WaveWAIT = "0"
Wave 8
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 7
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 10
Actions
Trigger - Turn off (This trigger)
Wait 10.00 seconds
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "8"
Unit - Create 1 . Stalker for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
For each (Integer A) from 1 to 25 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination (5th Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (2nd wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (2nd wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (8th Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Set Variable Set WaveWAIT = "0"
Unit - Create 1 . Nemesis for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Wave 9
Events
Unit - A unit Dies
Conditions
WaveWAIT Equal to 0
Wave Equal to 8
((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 11 (Dark Green) matching (((Matching unit) is alive) Equal to True).)) + ((Number of units in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is alive) Equal to True).)) + (Number of units in (Units owned by Player 9 (Gray) matching (((Triggering unit) is alive) Equal to True).))))) Less than 11
Actions
Wait 15.00 seconds
Trigger - Turn off (This trigger)
Set Variable Set WaveWAIT = "1"
Set Variable Set Wave = "8"
For each (Integer A) from 1 to 22 , do (Actions)
Loop - Actions
Unit - Create 1 . Abomination (5th Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Zombie (2nd Wave) for Player 12 (Brown) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Abomination (5th Wave) for Player 11 (Dark Green) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (8th Wave) for Player 10 (Light Blue) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Animation - Play (Last created unit) 's birth animation
Unit - Create 1 . Gargoyle (2nd Wave) for Player 9 (Gray) at (Random point in Playing_Area <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Playing_Area <gen>)
Wait 1.00 seconds
Set Variable Set WaveWAIT = "0"
Game - Display to (All players) for 10.00 seconds the text: This is as far as the pre-beta version goes. Thanks for your help. But wait, Didn't KNOTLEFTB update? Here is more unofficial stuff
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.