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Trigger Viewer

Operation Dead End 3.0.w3m
Variables
Leaderboard
Setup
Counter Update
Counter
Main
Initialization
ZombieCounter
MarineCounter
Leavers
Blue
Teal
Purple
Yellow
Green
Gray
Light Blue
Orange
Pink
Brown
Victory Conditions
AirstrikeP1
AirstrikeP2
AirstrikeP3
Animation
Marines Win
Zombies Win
Infection
Orange Kills
Orange Kills Leader
Pink Kills
Pink Kills Leader
Brown Kills
Brown Kills Leader
Exit Town
leave town north
leave town southwest
leave town east cliff
leave town south
leave town east
leave town northeast
leave town southeast
music
music 1
music 2
music 3
music 4
Kick
blue kick
teal kick
purple kick
yellow kick
green kick
gray kick
light blue kick

		
Name Type Is Array Initial Value
AirStrikeFlag boolean No
AirStrikeSpam boolean No
AirStrikeTimer timer No
AirStrikeWindow timerdialog No
kills integer Yes
MarineCountFlag boolean No
neutralKills integer No
UnitsKilledinAirstrike group No
ZombieCountFlag boolean No
Original map made by Benji_123
Setup
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled FRAGS:
    Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
    Leaderboard - Show (Last created leaderboard)
Thanks to Scio for helping with the Kill Counter triggers.
Counter Update
  Events
  Conditions
  Actions
    Set VariableSet kills[(Player number of (Owner of (Killing unit)))] = (kills[(Player number of (Owner of (Killing unit)))] + 1)
    Leaderboard - Change the value for (Player((Player number of (Owner of (Killing unit))))) in (Last created leaderboard) to kills[(Player number of (Owner of (Killing unit)))]
    Leaderboard - Sort (Last created leaderboard) by Value in Descending order
    Trigger - Remove (This trigger) from the trigger queue
Counter
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    (Owner of (Killing unit)) Not equal to (Owner of (Triggering unit))
  Actions
    Trigger - Add Counter_Update <gen> to the trigger queue (Ignoring conditions)
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Order (Picked unit) to Hold Position.)
    Player - Set Player 1 (Red).Current gold to 150
    Player - Set Player 2 (Blue).Current gold to 150
    Player - Set Player 3 (Teal).Current gold to 150
    Player - Set Player 4 (Purple).Current gold to 150
    Player - Set Player 5 (Yellow).Current gold to 150
    Player - Set Player 7 (Green).Current gold to 150
    Player - Set Player 9 (Gray).Current gold to 150
    Player - Set Player 10 (Light Blue).Current gold to 150
    Game - Set the time of day to 0.00
    Game - Set time of day speed to 0.50% of the default speed
    Sound - Use the Cityscape nighttime ambient theme
    Quest - Create a Required quest titled Marines with the description PRIMARY OBJECTIVE: Kill all zombies and protect civilians.SECONDARY OBJECTIVE: Call an Airstrike when there are less than 16 marines standing. To call an airstrike go to the Radio Tower in North-East corner. (Note! Marines controlled by computer count as well.), using icon path ReplaceableTextures\CommandButtons\BTNDefend.blp
    Quest - Create a Required quest titled Zombies with the description CONQUER THE TOWN:1) Kill all the space marines and eat the civilians alive!2) Do NOT let the marines call an airstrike. If they do, kill them before the airstrike arrives.TIP: When attacking remember to destroy the barricades., using icon path ReplaceableTextures\CommandButtons\BTNCannibalize.blp
    Quest - Create a Optional quest titled The Demon with the description The Demon is faster and much more deadly than a normal zombie. Sheer sight can zombify a living person! It doesn't have a specified weakness but it is slower than a space marine., using icon path ReplaceableTextures\CommandButtons\BTNHeroDreadLord.blp
    Quest - Create a Optional quest titled The Horror with the description We simply don't know how to describe this creature! It is faster than our men and if it doesn't zombify them - IT EATS THEM!It is weaker than the other major enemies but it's speed is a big problem., using icon path ReplaceableTextures\CommandButtons\BTNGhoul.blp
    Quest - Create a Optional quest titled The Wraith with the description The Wraith is an ethereal beign. It moves slowly but it can pass through walls - nothing holds it! Fortunately our bullets have been modified with nanotechnology so even this monster can be killed. Standing near it may cause hallucinations., using icon path ReplaceableTextures\CommandButtons\BTNGhost.blp
    Player - Turn Gives bounty On for Player 6 (Orange)
    Player - Turn Gives bounty On for Player 8 (Pink)
    Player - Turn Gives bounty On for Player 12 (Brown)
ZombieCounter
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    ZombieCountFlag Equal to False
    (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Zombie)))) Less than or equal to 140
  Actions
    Set VariableSet ZombieCountFlag = True
    Game - Display to (All allies of Player 1 (Red).) for 12.00 seconds the text: Base to Space Marines: "Well done marines. More than half of the enemy has been eliminated. Keep fightning!"
MarineCounter
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    MarineCountFlag Equal to False
    (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Marine (basic))))) Less than or equal to 50
  Actions
    Set VariableSet MarineCountFlag = True
    Game - Display to (All allies of Player 12 (Brown).) for 12.00 seconds the text: The juicy smell of marine meat has almost faded. Over than half of the marines are already dead...
Blue
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 2 (Blue) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Teal
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 3 (Teal) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Purple
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 4 (Purple) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Yellow
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 5 (Yellow) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Green
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 7 (Green) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Gray
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 9 (Gray) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Light Blue
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 10 (Light Blue) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Orange
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 6 (Orange) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Pink
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 8 (Pink) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Brown
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    If ((Player 12 (Brown) slot status) Not equal to Is playing) then do (Pick every unit in (Units owned by Player 12 (Brown).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
AirstrikeP1
  Events
    Time - Every 2.00 seconds of game time
  Conditions
    AirStrikeSpam Equal to False
    (Number of units in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Marine (basic))))) Less than or equal to 15
  Actions
    Set VariableSet AirStrikeSpam = True
    Sound - Play gameover <gen>
    Game - Display to (All allies of Player 1 (Red).) for 9.00 seconds the text: Marine: "We are all going to die! Let's go to Radio Tower and call for an airstrike. NOW!"
AirstrikeP2
  Events
    Unit - A unit enters RadioMast <gen>
  Conditions
    AirStrikeSpam Equal to True
    AirStrikeFlag Equal to False
    ((Triggering unit) is Undead) Equal to False
  Actions
    Set VariableSet AirStrikeFlag = True
    Sound - Stop music Immediately
    Trigger - Turn off music_1 <gen>
    Trigger - Turn off music_2 <gen>
    Trigger - Turn off music_3 <gen>
    Trigger - Turn off music_4 <gen>
    Wait 2.00 seconds
    Game - Display to (All allies of Player 1 (Red).) for 9.00 seconds the text: SIR, AIRSTRIKE IS COMING TO YOUR COORDINATES. HOLD TIGHT!
    Game - Display to (All allies of Player 12 (Brown).) for 9.00 seconds the text: Marines have called an airstrike to destroy the whole town! Kill the bastards - QUICKLY !
    Trigger - Turn on music_1 <gen>
    Countdown Timer - Create a timer window for AirStrikeTimer with title Airstrike in:
    Set VariableSet AirStrikeWindow = (Last created timer window)
    Countdown Timer - Start AirStrikeTimer as a One-shot timer that will expire in 200.00 seconds
    Countdown Timer - Show (Last created timer window)
AirstrikeP3
  Events
    Time - AirStrikeTimer expires
  Conditions
  Actions
    Trigger - Turn off Zombies_Win <gen>
    Trigger - Turn off Marines_Win <gen>
    Sound - Play AttackJet <gen>
    Game - Display to (All players) for 9.00 seconds the text: You can hear a thundering sound of jet planes flying above the city...
    Wait 10.00 seconds
    Trigger - Run Animation <gen> (ignoring conditions)
Animation
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for cinematics
    Cinematic - Turn cinematic mode On for (All players)
    Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Airstrike for (Picked player) over 0 seconds)
    Wait 1.00 seconds
    -------- Airstrike Area 1 --------
    Special Effect - Create a special effect at (Random point in Airstrike1 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Center of Airstrike1 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Random point in Airstrike1 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Sound - Set position of Explosion <gen> to (Center of Airstrike1 <gen>) with Z offset 1.00
    Unit Group - Pick every unit in (Units in Airstrike1 <gen>) and do (Kill (Picked unit))
    Sound - Play Explosion <gen>
    Special Effect - Create a special effect at (Random point in Airstrike1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Center of Airstrike1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Random point in Airstrike1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Animation - Play the death (animationname) animation for all doodads of type YS04 (doodadcode) within Airstrike1 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS10 (doodadcode) within Airstrike1 <gen>.
    Animation - Play First Aid Tent 0207 <gen>'s death (animationname) animation
    Wait 2.40 seconds
    -------- AREA 2 --------
    Special Effect - Create a special effect at (Random point in Airstrike2 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Center of Airstrike2 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Random point in Airstrike2 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Sound - Set position of Explosion <gen> to (Center of Airstrike2 <gen>) with Z offset 1.00
    Unit Group - Pick every unit in (Units in Airstrike2 <gen>) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in AirstrikeEXTRA <gen>) and do (Kill (Picked unit))
    Sound - Play Explosion <gen>
    Special Effect - Create a special effect at (Random point in Airstrike2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Center of Airstrike2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Random point in Airstrike2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Animation - Play the death (animationname) animation for all doodads of type YS02 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS02 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS06 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS03 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS04 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS05 (doodadcode) within Airstrike2 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS12 (doodadcode) within Airstrike2 <gen>.
    Wait 2.40 seconds
    -------- AREA 3 --------
    Special Effect - Create a special effect at (Random point in Airstrike3 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Center of Airstrike3 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Random point in Airstrike3 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Sound - Set position of Explosion <gen> to (Center of Airstrike3 <gen>) with Z offset 1.00
    Unit Group - Pick every unit in (Units in Airstrike3 <gen>) and do (Kill (Picked unit))
    Sound - Play Explosion <gen>
    Special Effect - Create a special effect at (Random point in Airstrike3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Center of Airstrike3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Random point in Airstrike3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Animation - Play the death (animationname) animation for all doodads of type YS03 (doodadcode) within Airstrike3 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS04 (doodadcode) within Airstrike3 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS05 (doodadcode) within Airstrike3 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS12 (doodadcode) within AirstrikeEXTRA <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS00 (doodadcode) within AirstrikeEXTRA <gen>.
    Wait 2.40 seconds
    -------- AREA 4 --------
    Special Effect - Create a special effect at (Random point in Airstrike4 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Center of Airstrike4 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Special Effect - Create a special effect at (Random point in Airstrike4 <gen>) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
    Sound - Set position of Explosion <gen> to (Center of Airstrike4 <gen>) with Z offset 1.00
    Unit Group - Pick every unit in (Units in Airstrike4 <gen>) and do (Kill (Picked unit))
    Sound - Play Explosion <gen>
    Special Effect - Create a special effect at (Random point in Airstrike4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Center of Airstrike4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Special Effect - Create a special effect at (Random point in Airstrike4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
    Animation - Play the death (animationname) animation for all doodads of type YS04 (doodadcode) within Airstrike4 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS05 (doodadcode) within Airstrike4 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YS12 (doodadcode) within Airstrike4 <gen>.
    Wait 5.00 seconds
    Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Victory (Picked player) (Show dialogs, Show scores))
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Defeat (Picked player) with the message: Airstrike destroys the whole town and you with it. Defeat!)
Marines Win
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    (All units of (Units of type Big Zombie) are dead) Equal to True
    (All units of (Units of type Zombie) are dead) Equal to True
    (All units of (Units of type The Demon) are dead) Equal to True
    (All units of (Units of type The Horror) are dead) Equal to True
    (All units of (Units of type The Wraith) are dead) Equal to True
  Actions
    Trigger - Turn off AirstrikeP1 <gen>
    Trigger - Turn off AirstrikeP2 <gen>
    Trigger - Turn off AirstrikeP3 <gen>
    Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Display to (All players) for 8.00 seconds the text: Congratulations! You have defended the town against the armies of the darkness. YOU ARE VICTORIOUS!)
    Wait 2.00 seconds
    Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Victory (Picked player) (Show dialogs, Show scores))
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Defeat (Picked player) with the message: The dead has been vanquished. You are defeated!)
    Trigger - Turn off (This trigger)
Zombies Win
  Events
    Time - Every 5.00 seconds of game time
  Conditions
    (All units of (Units of type Marine (other)) are dead) Equal to True
    (All units of (Units of type Marine (red)) are dead) Equal to True
    (All units of (Units of type Marine (basic)) are dead) Equal to True
  Actions
    Trigger - Turn off AirstrikeP1 <gen>
    Trigger - Turn off AirstrikeP2 <gen>
    Trigger - Turn off AirstrikeP3 <gen>
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Display to (All players) for 8.00 seconds the text: You have slain your enemies and transformed them to zombies. WELCOME TO THE TOWN OF THE DEAD!)
    Wait 2.00 seconds
    Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Defeat (Picked player) with the message: Space Marines have failed to protect the town. You and your men are dead. GAME OVER.)
    Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Victory (Picked player) (Show dialogs, Show scores))
    Trigger - Turn off (This trigger)
Orange Kills
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 6 (Orange)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Zombie for Player 6 (Orange) at (Position of (Triggering unit)) facing Default building facing degrees
Orange Kills Leader
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 6 (Orange)
    (Unit-type of (Dying unit)) Equal to Marine (other)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Big Zombie for Player 6 (Orange) at (Position of (Triggering unit)) facing Default building facing degrees
Pink Kills
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 8 (Pink)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Zombie for Player 8 (Pink) at (Position of (Triggering unit)) facing Default building facing degrees
Pink Kills Leader
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 8 (Pink)
    (Unit-type of (Dying unit)) Equal to Marine (other)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Big Zombie for Player 8 (Pink) at (Position of (Triggering unit)) facing Default building facing degrees
Brown Kills
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 12 (Brown)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Zombie for Player 12 (Brown) at (Position of (Triggering unit)) facing Default building facing degrees
Brown Kills Leader
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 12 (Brown)
    (Unit-type of (Dying unit)) Equal to Marine (other)
  Actions
    Wait 0.15 seconds
    Unit - Create 1.Big Zombie for Player 12 (Brown) at (Position of (Triggering unit)) facing Default building facing degrees
leave town north
  Events
    Unit - A unit enters Leave_town_NORTH <gen>
  Conditions
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Spawn_town_NORTH <gen>)
leave town southwest
  Events
    Unit - A unit enters leave_town_a8 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b5 <gen>)
leave town east cliff
  Events
    Unit - A unit enters leave_town_a9 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b6 <gen>)
leave town south
  Events
    Unit - A unit enters leave_town_a7 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b4 <gen>)
leave town east
  Events
    Unit - A unit enters leave_town_a2 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b2 <gen>)
leave town northeast
  Events
    Unit - A unit enters leave_town_a1 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b3 <gen>)
leave town southeast
  Events
    Unit - A unit enters leave_town_a6 <gen>
    Unit - A unit enters leave_town_a5 <gen>
    Unit - A unit enters leave_town_a4 <gen>
    Unit - A unit enters leave_town_a3 <gen>
  Conditions
    (Owner of (Triggering unit)) Not equal to Player 6 (Orange)
    (Owner of (Triggering unit)) Not equal to Player 8 (Pink)
    (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
    ((Triggering unit) is Undead) Equal to False
  Actions
    Unit - Move (Triggering unit) instantly to (Center of leave_town_b1 <gen>)
music 1
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Trigger - Turn on music_2 <gen>
    Trigger - Turn off (This trigger)
music 2
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Sound - Play FreakyForest3 <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn on music_3 <gen>
music 3
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Trigger - Turn on music_4 <gen>
music 4
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Sound - Play FreakyForest4 <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn on music_1 <gen>
blue kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 2 (Blue) with the message: You were kicked
teal kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick teal (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 3 (Teal) with the message: You were kicked
purple kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick purple (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 4 (Purple) with the message: You were kicked
yellow kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 5 (Yellow) with the message: You were kicked
green kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick green (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 7 (Green) with the message: You were kicked
gray kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick gray (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 9 (Gray) with the message: You were kicked
light blue kick
  Events
    Player - Player 1 (Red) types a chat message containing -kick light blue (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Defeat Player 10 (Light Blue) with the message: You were kicked