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Triggers
Parasite Village 2.0.w3x
Variables
Initialization
Melee Initialization
music
zombies
dead
no player
noplayer1
noplayer1 Copy
noplayer1 Copy 2
noplayer1 Copy 3
noplayer1 Copy 4
noplayer1 Copy 5
noplayer1 Copy 7
noplayer1 Copy 6
bullets
bullets
bullets Copy
bullets Copy 2
bullets Copy 3
bullets Copy 4
bullets Copy 5
bullets Copy 6
bullets Copy 7
extra
extra
villagers
save
spawny
Untitled Trigger 001
parcite king
parcite king Copy
parcite king Copy Copy
ghoul
ghoul Copy
spawn
spawn Copy 2
spawn Copy
spawn Copy Copy
attack
attack Copy
attack Copy Copy
group
leaderboard
board
update leaderboard
leavers
leaver1
leaver1 Copy
leaver1 Copy 2
leaver1 Copy 3
leaver1 Copy 4
leaver1 Copy 5
leaver1 Copy 6
leaver1 Copy 7
timer
timer
lose
win
die
die Copy
die Copy 2
die Copy 3
die Copy 4
die Copy 5
die Copy 6
die Copy 7
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
kills
integer
Yes
pgroup
group
No
timer
timer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Visibility - Disable fog of war
Visibility - Disable black mask
music
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
dead
Events
Unit - A unit Dies
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Make (Triggering unit) Explode on death
noplayer1
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0006 <gen> from the game
noplayer1 Copy
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0007 <gen> from the game
noplayer1 Copy 2
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0001 <gen> from the game
noplayer1 Copy 3
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0005 <gen> from the game
noplayer1 Copy 4
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0000 <gen> from the game
noplayer1 Copy 5
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0003 <gen> from the game
noplayer1 Copy 7
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0004 <gen> from the game
noplayer1 Copy 6
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Unit - Remove Marine 0002 <gen> from the game
bullets
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 2
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 3
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 4
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 5
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 6
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
bullets Copy 7
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Item - Create Silver Bullets at (Center of Region_002 <gen>)
extra
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: The village nearby is home to alot of villagers if u get there soon enough you can stop them from changingAnd they will serve you for sureAlso thx to Cesarf_seas
villagers
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Unit - Kill Villager 0226 <gen>
Unit - Kill Villager 0227 <gen>
Unit - Kill Villager 0228 <gen>
Unit - Kill Villager 0229 <gen>
Unit - Kill Villager 0230 <gen>
Unit - Kill Villager 0231 <gen>
save
Events
Unit - A unit comes within 100.00 of Villager 0228 <gen>
Conditions
Actions
Trigger - Turn off villagers <gen>
Unit - Change ownership of Villager 0228 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Villager 0226 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Villager 0229 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Villager 0230 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Villager 0231 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Villager 0227 <gen> to Player 1 (Red) and Change color
Untitled Trigger 001
Events
Conditions
Actions
parcite king
Events
Time - Elapsed game time is 1300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: The paracite king has risen!
Unit - Create 1 . Paracite king for Player 12 (Brown) at (Center of doom <gen>) facing Default building facing degrees
parcite king Copy
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: A flying beast has appeared
Unit - Create 1 . Gargoyle for Player 12 (Brown) at (Center of doom <gen>) facing Default building facing degrees
parcite king Copy Copy
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: A flying beast has appeared
Unit - Create 1 . Gargoyle for Player 12 (Brown) at (Center of doom_2 <gen>) facing Default building facing degrees
ghoul
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: The pool of Death has enabled the feared Ambombination to pass through!.......................RUN LIKE HELL
Unit - Create 4 . Abomination for Player 12 (Brown) at (Center of doom <gen>) facing Default building facing degrees
ghoul Copy
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: The pool of Death has enabled the feared Ambombination to pass through!.......................RUN LIKE HELL
Unit - Create 4 . Abomination for Player 12 (Brown) at (Center of doom_2 <gen>) facing Default building facing degrees
spawn
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 13 . Zombie for Player 12 (Brown) at (Center of doom <gen>) facing Default building facing degrees
spawn Copy 2
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 13 . Zombie for Player 12 (Brown) at (Center of doom_2 <gen>) facing Default building facing degrees
spawn Copy
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Ghoul for Player 12 (Brown) at (Center of doom <gen>) facing Default building facing degrees
spawn Copy Copy
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Ghoul for Player 12 (Brown) at (Center of doom_2 <gen>) facing Default building facing degrees
attack
Events
Unit - A unit enters doom <gen>
Conditions
((Entering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Order (Entering unit) to Attack . (Random unit from pgroup)
attack Copy
Events
Unit - A unit enters anti_stick <gen>
Conditions
((Entering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Order (Entering unit) to Attack . (Random unit from pgroup)
attack Copy Copy
Events
Unit - A unit enters doom_2 <gen>
Conditions
((Entering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Order (Entering unit) to Attack . (Random unit from pgroup)
group
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit Group - Add Marine 0006 <gen> to pgroup
Unit Group - Add Marine 0007 <gen> to pgroup
Unit Group - Add Marine 0001 <gen> to pgroup
Unit Group - Add Marine 0005 <gen> to pgroup
Unit Group - Add Marine 0000 <gen> to pgroup
Unit Group - Add Marine 0003 <gen> to pgroup
Unit Group - Add Marine 0004 <gen> to pgroup
Unit Group - Add Marine 0002 <gen> to pgroup
board
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0
Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0
Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0
Leaderboard - Add Player 7 (Green) to (Last created leaderboard) with label (Name of Player 7 (Green)) and value 0
Leaderboard - Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value 0
Leaderboard - Show (Last created leaderboard)
update leaderboard
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Killing unit) belongs to an enemy of Player 12 (Brown).) Equal to True
Actions
Set Variable Set kills[(Player number of (Owner of (Killing unit)))] = (kills[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (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
leaver1
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 1 left the game
leaver1 Copy
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player2 left the game
leaver1 Copy 2
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 3 left the game
leaver1 Copy 3
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 4 left the game
leaver1 Copy 4
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 5 left the game
leaver1 Copy 5
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 6 left the game
leaver1 Copy 6
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 7 left the game
leaver1 Copy 7
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 8 left the game
timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Start timer as a One-shot timer that will expire in 1330.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title The choper comes in
Countdown Timer - Show (Last created timer window)
lose
Events
Time - Every 0.01 seconds of game time
Conditions
(All units of pgroup are dead) Equal to True
Actions
Game - Defeat Player 1 (Red) with the message: You failed
Game - Defeat Player 2 (Blue) with the message: You failed
Game - Defeat Player 3 (Teal) with the message: You failed
Game - Defeat Player 4 (Purple) with the message: You failed
Game - Defeat Player 5 (Yellow) with the message: You failed
Game - Defeat Player 6 (Orange) with the message: You failed
Game - Defeat Player 7 (Green) with the message: You failed
Game - Defeat Player 8 (Pink) with the message: You failed
Trigger - Turn off (This trigger)
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)
die
Events
Unit - Marine 0006 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0006 <gen> from pgroup .
die Copy
Events
Unit - Marine 0007 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0007 <gen> from pgroup .
die Copy 2
Events
Unit - Marine 0001 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0001 <gen> from pgroup .
die Copy 3
Events
Unit - Marine 0005 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0005 <gen> from pgroup .
die Copy 4
Events
Unit - Marine 0000 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0000 <gen> from pgroup .
die Copy 5
Events
Unit - Marine 0003 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0003 <gen> from pgroup .
die Copy 6
Events
Unit - Marine 0004 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0004 <gen> from pgroup .
die Copy 7
Events
Unit - Marine 0002 <gen> Dies
Conditions
Actions
Unit Group - Remove Marine 0002 <gen> from pgroup .
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