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Triggers
resieviltributev1.00.w3x
Variables
Experience
Experience Rate
Spawn
Timer
Spawn
Move
Move Copy
Move Copy Copy
Move Copy Copy Copy
Move Copy Copy Copy Copy
Move Copy Copy Copy Copy Copy
Move Copy Copy Copy Copy Copy Copy
Move Copy Copy Copy Copy Copy Copy Copy
Other Spawns
Random Dogs
Credits
Credits
Dropship
Dropship Timer
Dropship gogo
Dropship move
Dropship move Copy
Dropship move Copy 2
Camera
Set
Set Copy
Set Copy 2
Set Copy 3
Set Copy 4
Set Copy 5
Set Copy 6
Set Copy 7
Camera Message
Resources
Starting
Secret Class
Secret Class
Player Flag
Bounty
Difficulty
Difficulty
Pansy
Easy
medium
hard
resident evil
Select Class
Quest Message
Quest Message Copy
Quest Log
Quest Log
Victory
Victory hard
Victory other
Victory Timer
Bosses
BOSS
BOSS incoming
Message
MESSAGE
Sniper Hero
Getting the Sniper
Music
Music
Music Copy
Music Timed
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
Bosstimer
timer
No
dropshipTimer
timer
No
Timer
timer
No
WinTimer
timer
No
Experience Rate
Events
Map initialization
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 50.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 50.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 50.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 50.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 50.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 50.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 50.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 50.00 % experience from future kills
Timer
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Start Timer as a Repeating timer that will expire in 180.00 seconds
Countdown Timer - Create a timer window for Timer with title Time till next wave
Countdown Timer - Show (Last created timer window)
Countdown Timer - Change the title of (Last created timer window) to Time till wave
Spawn
Events
Time - Elapsed game time is 30.00 seconds
Time - Timer expires
Conditions
Actions
Unit - Create 10 . Infected for Player 11 (Dark Green) at (Center of zombie2a <gen>) facing Default building facing degrees
Unit - Create 10 . Infected for Player 11 (Dark Green) at (Center of zombie1b <gen>) facing Default building facing degrees
Unit - Create 10 . Infected for Player 11 (Dark Green) at (Center of zombie2b <gen>) facing Default building facing degrees
Unit - Create 10 . Infected for Player 11 (Dark Green) at (Center of zombie1a <gen>) facing Default building facing degrees
Move
Events
Unit - A unit enters zombie2a <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of zombie2a2 <gen>)
Move Copy
Events
Unit - A unit enters zombie2b <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of zombie2b2 <gen>)
Move Copy Copy
Events
Unit - A unit enters zombie1a <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of zombie1a2 <gen>)
Move Copy Copy Copy
Events
Unit - A unit enters zombie1b <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of zombie1b2 <gen>)
Move Copy Copy Copy Copy
Events
Unit - A unit enters zombie2a2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of droppoint <gen>)
Move Copy Copy Copy Copy Copy
Events
Unit - A unit enters zombie2b2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of droppoint <gen>)
Move Copy Copy Copy Copy Copy Copy
Events
Unit - A unit enters zombie1a2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of droppoint <gen>)
Move Copy Copy Copy Copy Copy Copy Copy
Events
Unit - A unit enters zombie1b2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of droppoint <gen>)
Other Spawns
Events
Time - Every 450.00 seconds of game time
Conditions
Actions
Unit - Create 10 . Hunter for Player 11 (Dark Green) at (Center of zombie2a <gen>) facing Default building facing degrees
Unit - Create 10 . Spitter for Player 11 (Dark Green) at (Center of zombie2a <gen>) facing Default building facing degrees
Unit - Create 10 . Hunter for Player 11 (Dark Green) at (Center of zombie1b <gen>) facing Default building facing degrees
Unit - Create 10 . Spitter for Player 11 (Dark Green) at (Center of zombie1b <gen>) facing Default building facing degrees
Unit - Create 10 . Hunter for Player 11 (Dark Green) at (Center of zombie2b <gen>) facing Default building facing degrees
Unit - Create 10 . Spitter for Player 11 (Dark Green) at (Center of zombie1a <gen>) facing Default building facing degrees
Random Dogs
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Rabid Dog for Player 11 (Dark Green) at (Random point in (Playable map area)) facing Default building facing degrees
Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Credits for Models with the description Credits to the following for their models:Domokun - TurretGuy who did Droid (sorry couldn't find his name)Advanced Konstruct Sniper and Marine: , using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
Quest - Create a Optional quest titled Sound with the description Credits to the following for their sound:Marilyn MansonResident Evil(TM) 1 - The Movie , using icon path ReplaceableTextures\CommandButtons\BTNResStone.blp
Dropship Timer
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for dropshipTimer with title Dropship Incoming
Countdown Timer - Start dropshipTimer as a Repeating timer that will expire in 600.00 seconds
Countdown Timer - Show (Last created timer window)
Countdown Timer - Change the title of (Last created timer window) to Time till Dropship
Dropship gogo
Events
Player - Player 1 (Red) types a chat message containing -dropship (Unexpected type: 'stringnoformat') as An exact match
Time - dropshipTimer expires
Conditions
Actions
Unit - Create 1 . Dropship for Player 10 (Light Blue) at (Center of dropstart <gen>) facing Default building facing degrees
Dropship move
Events
Unit - A unit enters dropstart <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Move To . (Center of droppoint <gen>)
Dropship move Copy
Events
Unit - A unit enters droppoint <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Wait 2 seconds
Unit - Order (Triggering unit) to Stop .
Item - Create Medkit at (Random point in droppoint <gen>)
Item - Create Medkit at (Random point in droppoint <gen>)
Item - Create Medkit at (Random point in droppoint <gen>)
Item - Create Medkit at (Random point in droppoint <gen>)
Player - Add 200 to Player 1 (Red) . Current gold
Player - Add 200 to Player 2 (Blue) . Current gold
Player - Add 200 to Player 3 (Teal) . Current gold
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 200 to Player 4 (Purple) . Current gold
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 200 to Player 7 (Green) . Current gold
Player - Add 200 to Player 8 (Pink) . Current gold
Unit - Order (Triggering unit) to Move To . (Center of dropend <gen>)
Dropship move Copy 2
Events
Unit - A unit enters dropend <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Remove (Triggering unit) from the game
Set
Events
Map initialization
Player - Player 1 (Red) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Set Copy
Events
Map initialization
Player - Player 2 (Blue) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 0 seconds
Set Copy 2
Events
Map initialization
Player - Player 3 (Teal) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 3 (Teal) over 0 seconds
Set Copy 3
Events
Map initialization
Player - Player 4 (Purple) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 4 (Purple) over 0 seconds
Set Copy 4
Events
Map initialization
Player - Player 5 (Yellow) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0 seconds
Set Copy 5
Events
Map initialization
Player - Player 6 (Orange) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
Set Copy 6
Events
Map initialization
Player - Player 7 (Green) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 7 (Green) over 0 seconds
Set Copy 7
Events
Map initialization
Player - Player 8 (Pink) types a chat message containing -reset cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 0 seconds
Camera Message
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: To reset the Camera type:-reset cam
Starting
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 500
Player - Set Player 1 (Red) . Current lumber to 1
Player - Set Player 2 (Blue) . Current gold to 500
Player - Set Player 2 (Blue) . Current lumber to 1
Player - Set Player 3 (Teal) . Current gold to 500
Player - Set Player 3 (Teal) . Current lumber to 1
Player - Set Player 4 (Purple) . Current gold to 500
Player - Set Player 4 (Purple) . Current lumber to 1
Player - Set Player 5 (Yellow) . Current gold to 500
Player - Set Player 5 (Yellow) . Current lumber to 1
Player - Set Player 6 (Orange) . Current gold to 500
Player - Set Player 6 (Orange) . Current lumber to 1
Player - Set Player 7 (Green) . Current gold to 500
Player - Set Player 7 (Green) . Current lumber to 1
Player - Set Player 8 (Pink) . Current gold to 500
Player - Set Player 8 (Pink) . Current lumber to 1
Secret Class
Events
Player - Player 1 (Red) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -gerbal is a god (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Hero - Create *secret* and give it to (Random unit from (Units in (Playable map area) owned by (Triggering player)))
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 12 (Brown)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Difficulty
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Difficulty with the description To select a difficulty type the following:-pansy-easy-medium-hard-Resident EvilOnly red can , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Pansy
Events
Player - Player 1 (Red) types a chat message containing -pansy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Victory_other <gen>
Trigger - Turn on Victory_hard <gen>
Player - Set Player 11 (Dark Green) handicap to 40.00 %
Quest - Display to (All players) the Quest Update message: pansy mode activated
Easy
Events
Player - Player 1 (Red) types a chat message containing -easy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Victory_other <gen>
Trigger - Turn on Victory_hard <gen>
Player - Set Player 11 (Dark Green) handicap to 80.00 %
Quest - Display to (All players) the Quest Update message: easy mode activated
medium
Events
Player - Player 1 (Red) types a chat message containing -medium (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Victory_other <gen>
Trigger - Turn on Victory_hard <gen>
Player - Set Player 11 (Dark Green) handicap to 100.00 %
Quest - Display to (All players) the Quest Update message: medium mode activated
hard
Events
Player - Player 1 (Red) types a chat message containing -hard (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Victory_other <gen>
Trigger - Turn on Victory_hard <gen>
Player - Set Player 11 (Dark Green) handicap to 120.00 %
Quest - Display to (All players) the Quest Update message: hard mdoe activated
resident evil
Events
Player - Player 1 (Red) types a chat message containing -resident evil (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Victory_hard <gen>
Trigger - Turn off Victory_other <gen>
Player - Set Player 11 (Dark Green) handicap to 140.00 %
Unit - Create 1 . Tyrant for Player 11 (Dark Green) at (Center of zombie2a <gen>) facing Default building facing degrees
Unit - Create 1 . Scorpion for Player 11 (Dark Green) at (Center of zombie1a <gen>) facing Default building facing degrees
Quest - Display to (All players) the Quest Update message: RESIDENT EVIL MODE ACTIVATED, WATCHOUT FOR THE EXPERIMENTS!
Quest Message
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Classes with the description Classes can be found at the class selection shop. Essentially these are customised spell books. I used this instead of varying hero types not because i'm lazy but because it's how i played resident evil.. with a theme base for my character e.g. pistols only. There is one secret hero but you'll have to find the code in order to use it. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest Message Copy
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Shops with the description Shops are located to the right and left of the base, here you will also find the class selector building. Turrets are free in these shops but you have to wait 5 minutes between each turret before you can buy it again. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest Log
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Resident Evil: Tribute with the description You are the third team of mercenaries sent in by the Umbrella Corporation. Your ship lands on a small outpost already defended by umbrella forces and their new containment droid. It should have been a routine babysitting operation. A small scout party was sent out into the surrounding area but they never returned... , using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
Quest - Create a Required quest titled Class Selection with the description Class Selection here is a little different, instead of having a unit with various skills, what is here are 'books'. These provide the mercenary with the specialist skills required for their desired class. Some classes may seem useless at first but later on, especially as they have more stamina available for their use, they can become quite potent. , using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
Quest - Create a Required quest titled Victory with the description To win you must simply survive for an hour, after which a host of reinforcements and fellow mercenaries will extract you from the area. (cinematic pending) , using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
Quest - Create a Required quest titled Drop Ship with the description A drop ship will come every ten minutes to drop off 4 medkits and gold for your use. , using icon path ReplaceableTextures\CommandButtons\BTNMarine.blp
Victory hard
Events
Time - WinTimer expires
Conditions
Actions
Quest - Display to (All players) the Quest Update message: -gerbal is a god
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Skip scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Skip scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Skip scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Skip scores)
Game - Victory Player 7 (Green) ( Show dialogs, Skip scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Skip scores)
Victory other
Events
Time - WinTimer expires
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Skip scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Skip scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Skip scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Skip scores)
Game - Victory Player 7 (Green) ( Show dialogs, Skip scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Skip scores)
Victory Timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Create a timer window for WinTimer with title Time till victory
Countdown Timer - Start WinTimer as a One-shot timer that will expire in 3600.00 seconds
BOSS
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Create a timer window for Bosstimer with title Boss
Countdown Timer - Start Bosstimer as a Repeating timer that will expire in 600.00 seconds
BOSS incoming
Events
Time - Bosstimer expires
Conditions
Actions
Unit - Create 1 . Tyrant for Player 11 (Dark Green) at (Center of zombie2a <gen>) facing Default building facing degrees
Unit - Create 1 . Scorpion for Player 11 (Dark Green) at (Center of zombie1a <gen>) facing Default building facing degrees
MESSAGE
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: if you complete the hard or resident evil difficulty you will gain access to the secret code.
Getting the Sniper
Events
Unit - A unit enters Sniper <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
(Owner of (Triggering unit)) Not equal to Player 11 (Dark Green)
(Unit-type of (Triggering unit)) Equal to
Actions
Trigger - Turn off (This trigger)
Unit - Remove (Triggering unit) from the game
Unit - Change ownership of Sniper 0215 <gen> to (Owner of (Triggering unit)) and Retain color
Music
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Play war3mapImported\16 - Various Artists - Sample Track - The Umbrella Corporation.mp3 (Unexpected type: 'musictheme') .
Wait 32.00 seconds
Music Copy
Events
Time - Elapsed game time is 35.00 seconds
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Play war3mapImported\17 - Various Artists - Marilyn Manson - Resident Evil Main Title Theme.mp3 (Unexpected type: 'musictheme') .
Music Timed
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Play war3mapImported\17 - Various Artists - Marilyn Manson - Resident Evil Main Title Theme.mp3 (Unexpected type: 'musictheme') .
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