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Triggers
Night of the Dead v0.1A.w3x
Variables
Allies/Enemies
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Gray
Lightblue
Brown
Dark Green
Hero Spawn
Red Scout
Red Sniper
Red Flamethrower
Red Grunt
Red Commander
Blue Scout
Blue Sniper
Blue Flamethrower
Blue Grunt
Blue Commander
Teal Scout
Teal Sniper
Teal Flamethrower
Teal Grunt
Teal Commander
Purple Scout
Purple Sniper
Purple Flamethrower
Purple Grunt
Purple Commander
Yellow Scout
Yellow Sniper
Yellow Flamethrower
Yellow Grunt
Yellow Commander
Orange Scout
Orange Sniper
Orange Flamethrower
Orange Grunt
Orange Commander
Green Scout
Green Sniper
Green Flamethrower
Green Grunt
Green Commander
Pink Scout
Pink Sniper
Pink Flamethrower
Pink Grunt
Pink Commander
Gray Scout
Gray Sniper
Gray Flamethrower
Gray Grunt
Gray Commander
Lightblue Scout
Lightblue Sniper
Lightblue Flamethrower
Lightblue Grunt
Lightblue Commander
Timer
Countdown
Win
Zombie Spawn
Wave 1
Wave 2
Wave 3
Wave 4
Wave 5
Wave 6
Wave 7
Wave 8
Wave 9
Wave 10
Wave 11
Wave 12
Wave 13
Wave 14
Wave 15
Wave 16
Wave 17
Wave 18
Wave 19
Wave 20
Wave 21
Wave 22
FINAL WAVE
Zombie Wandering
Zombie Control
Cinematic
Credits
Message 1
Message 2
Hero Pick msg
Hero Pick msg 2
Hero Pick msg 3
Hero Pick msg 4
Hero Pick msg 5
Hero Pick msg 6
FINAL WAVE msg
Name
Type
is_array
initial_value
Commander
unit
Yes
UnitNull
Timer
timer
No
Red
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally with shared vision
Blue
Events
Map initialization
Conditions
Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally with shared vision
Teal
Events
Map initialization
Conditions
Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Ally with shared vision
Purple
Events
Map initialization
Conditions
Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Ally with shared vision
Yellow
Events
Map initialization
Conditions
Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally with shared vision
Orange
Events
Map initialization
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Ally with shared vision
Green
Events
Map initialization
Conditions
Actions
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Pink
Events
Map initialization
Conditions
Actions
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Gray
Events
Map initialization
Conditions
Actions
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Lightblue
Events
Map initialization
Conditions
Actions
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Brown
Events
Map initialization
Conditions
Actions
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
-------Darkgreen is hostile player! does not count-------
Red Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 1 (Red) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Red Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 1 (Red) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Red Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 1 (Red) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Red Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 1 (Red) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Red Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 1 (Red) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Blue Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 2 (Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Blue Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 2 (Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Blue Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 2 (Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Blue Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 2 (Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Blue Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 2 (Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Teal Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 3 (Teal) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Teal Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 3 (Teal) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Teal Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 3 (Teal) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Teal Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 3 (Teal) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Teal Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 3 (Teal) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Purple Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 4 (Purple) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Purple Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 4 (Purple) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Purple Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 4 (Purple) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Purple Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 4 (Purple) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Purple Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 4 (Purple) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Yellow Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 5 (Yellow) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Yellow Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 5 (Yellow) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Yellow Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 5 (Yellow) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Yellow Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 5 (Yellow) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Yellow Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 5 (Yellow) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Orange Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 6 (Orange) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Orange Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 6 (Orange) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Orange Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 6 (Orange) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Orange Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 6 (Orange) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Orange Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 6 (Orange) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Green Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Green Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Green Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Green Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Green Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 7 (Green) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Pink Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 8 (Pink) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Pink Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 8 (Pink) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Pink Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 8 (Pink) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Pink Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 8 (Pink) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Pink Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 8 (Pink) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Gray Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 9 (Gray) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Gray Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 9 (Gray) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Gray Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 9 (Gray) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Gray Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 9 (Gray) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Gray Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 9 (Gray) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Lightblue Scout
Events
Unit - A unit enters Scout <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 10 (Light Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Lightblue Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 10 (Light Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Lightblue Flamethrower
Events
Unit - A unit enters FlameThrower <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 10 (Light Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Lightblue Grunt
Events
Unit - A unit enters Grunt <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 10 (Light Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Lightblue Commander
Events
Unit - A unit enters Commander <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Kill (Entering unit)
Unit - Create 1 . Marine for Player 10 (Light Blue) at (Center of Helicopter_dropoff <gen>) facing Default building facing degrees
Countdown
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Create a timer window for Timer with title Reinforcements Arrive:
Countdown Timer - Start Timer as a One-shot timer that will expire in 2400.00 seconds
Win
Events
Time - Timer expires
Conditions
Actions
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)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Wave 1
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 2
Events
Time - Elapsed game time is 80.00 seconds
Conditions
Actions
Unit - Create 5 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 5 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 3
Events
Time - Elapsed game time is 150.00 seconds
Conditions
Actions
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 4
Events
Time - Elapsed game time is 260.00 seconds
Conditions
Actions
Unit - Create 10 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 15 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 5
Events
Time - Elapsed game time is 350.00 seconds
Conditions
Actions
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 24 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 6
Events
Time - Elapsed game time is 430.00 seconds
Conditions
Actions
Unit - Create 10 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 10 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 10 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 10 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 7
Events
Time - Elapsed game time is 500.00 seconds
Conditions
Actions
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 12 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 12 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 8
Events
Time - Elapsed game time is 580.00 seconds
Conditions
Actions
Unit - Create 1 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 9
Events
Time - Elapsed game time is 650.00 seconds
Conditions
Actions
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 24 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 10
Events
Time - Elapsed game time is 700.00 seconds
Conditions
Actions
Unit - Create 1 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 24 . Zombie for Player 1 (Red) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 48 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 11
Events
Time - Elapsed game time is 750.00 seconds
Conditions
Actions
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 12
Events
Time - Elapsed game time is 950.00 seconds
Conditions
Actions
Unit - Create 2 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 13
Events
Time - Elapsed game time is 1050.00 seconds
Conditions
Actions
Unit - Create 48 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 48 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 48 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 14
Events
Time - Elapsed game time is 1150.00 seconds
Conditions
Actions
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 3 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 15
Events
Time - Elapsed game time is 1300.00 seconds
Conditions
Actions
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 16
Events
Time - Elapsed game time is 1450.00 seconds
Conditions
Actions
Unit - Create 3 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 3 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Wave 17
Events
Time - Elapsed game time is 1600.00 seconds
Conditions
Actions
Unit - Create 2 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_1 <gen>) facing Default building facing degrees
Unit - Create 12 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 18
Events
Time - Elapsed game time is 1700.00 seconds
Conditions
Actions
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
Wave 19
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Unit - Create 12 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 20
Events
Time - Elapsed game time is 1900.00 seconds
Conditions
Actions
Unit - Create 10 . Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 21
Events
Time - Elapsed game time is 2000.00 seconds
Conditions
Actions
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 12 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_5 <gen>) facing Default building facing degrees
Wave 22
Events
Time - Elapsed game time is 2100.00 seconds
Conditions
Actions
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_2 <gen>) facing Default building facing degrees
Unit - Create 24 . Mutated Zombie for Player 11 (Dark Green) at (Center of Zomb_spawn_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_6 <gen>) facing Default building facing degrees
FINAL WAVE
Events
Time - Elapsed game time is 2200.00 seconds
Conditions
Actions
Unit - Create 6 . Test Subject T-5 for Player 11 (Dark Green) at (Center of Zomb_spawn_3 <gen>) facing Default building facing degrees
Zombie Control
Events
Unit - A unit enters (Playable map area)
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Patrol To . (Center of (Playable map area))
Credits
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: Thanks to BlAsTeRmAsTeR17 for helping me with Custom Skins! Thanks to Pro_Killa for also helping me with custom skins and BETA testing my map! Creator-buringflag!
Message 1
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Game - Display to (All players) for 18.00 seconds the text: Commander: We cant hold them back! Send reinforcements!
Message 2
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Game - Display to (All players) for 18.00 seconds the text: Base Command: Roger that commander! Sending reinforcements! ETA, 40 minutes!
Hero Pick msg
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Choose your hero by using your Marine Selector and entering a 'Circle of Power' at (Center of Starting <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Hero Pick msg 2
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Sniper at (Center of Sniper <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Hero Pick msg 3
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Scout at (Center of Scout <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Hero Pick msg 4
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Flamethrower at (Center of FlameThrower <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Hero Pick msg 5
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Grunt at (Center of Grunt <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Hero Pick msg 6
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Commander at (Center of Commander <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
FINAL WAVE msg
Events
Time - Elapsed game time is 2200.00 seconds
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Scout: I see several large objects coming your way! Now im getting out of here!...
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