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Triggers
SAS Zombie Assault 3.w3x
Variables
Initialization
Initialization
Zombie Spawn Copy 0
Zombie Spawn Copy 1
Zombie Spawn Copy 2
Zombie Spawn Copy 3
Zombie Spawn Copy 4
Zombie Spawn Copy 5
Zombie Spawn Copy 6
Zombie Spawn Copy 7
death
door
password
ai
vi
item
random map item
Enters
open
Code Invalid
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
Attackers
group
No
Default game initialization for all players
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)
Melee Game - Set starting resources (for all players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 100
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Hero - Create Potion of Healing and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
Hero - Create Potion of Healing and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Actions)
Loop - Actions
Hero - Create Potion of Healing and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
Loop - Actions
Hero - Create Potion of Healing and give it to (Picked unit)
Destructible - Make Door 2325 <gen> Invulnerable
Destructible - Make City Entrance 3644 <gen> Invulnerable
Zombie Spawn Copy 0
Events
Game - The in-game time of day becomes Equal to 17.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 1
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 2
Events
Game - The in-game time of day becomes Equal to 19.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 3
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Butcher for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 4
Events
Game - The in-game time of day becomes Equal to 21.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 5
Events
Game - The in-game time of day becomes Equal to 22.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Butcher for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 6
Events
Game - The in-game time of day becomes Equal to 23.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Zombie Spawn Copy 7
Events
Game - The in-game time of day becomes Equal to 24.00
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 6 . Sprinter for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Butcher for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A ranged attacker) Equal to True
((Dying unit) is A structure) Equal to False
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + has been killed by the zombies!)
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's game will end in 2 seconds.)
Wait 2.00 seconds
Game - Defeat (Owner of (Dying unit)) with the message: Your Character Dies!
Else - Actions
door
Events
Unit - A unit enters Door <gen>
Conditions
Actions
Game - Display to (All players) the text: |cffff8c00Console: 'What's the password?'|r
password
Events
Player - Player 1 (Red) types a chat message containing tickle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing tickle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing tickle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing tickle (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |cffff8c00Console: You got it!|r
Destructible - Open Door 2325 <gen>
ai
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Position of Captain 0005 <gen>)
vi
Events
Unit - A unit enters Victory <gen>
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: To be continued......
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
item
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 2
Actions
Player - Set the current research level of Rhra (Unexpected type: 'techcode') to ((Current research level of Rhra (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
random map item
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Upgrade Ammo at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Potion of Healing at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Item - Create Metal Piece at (Random point in (Entire map))
Enters
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) for 20.00 seconds the text: |cffff8c00You are the Captain. You are being defended by your teammates. You can also command them.|r
Game - Display to Player Group - Player 2 (Blue) for 20.00 seconds the text: |cffff8c00You are one of the soldiers. You need to defend The Captain because zombies wanted to attack him.|r
Game - Display to Player Group - Player 3 (Teal) for 20.00 seconds the text: |cffff8c00You are one of the soldiers. You need to defend The Captain because zombies wanted to attack him.|r
Game - Display to Player Group - Player 4 (Purple) for 20.00 seconds the text: |cffff8c00You are one of the soldiers. You need to defend The Captain because zombies wanted to attack him.|r
open
Events
Unit - A unit enters City_Entrance <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Destructible - Open City Entrance 3644 <gen>
Code Invalid
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Key
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Hero manipulating item)) Not equal to Player 1 (Red)
Then - Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (All players matching ((Owner of (Hero manipulating item)) Not equal to Player 1 (Red)).) the text: Oops! The Captain only can get that key.
Else - Actions
Game - Display to (All players) the text: Quick! Open the City Entrance!
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