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Triggers
_-SCREWY-_.w3x
Variables
Randomizer
Map Initialization
Random Alien
Random Android
Create Alien
Create Android
Alien Dies
Alien Wins
Auto Doc On
Auto Doc Off
Map protection
Open Doors
Control Room Doors
Open ControlRoom Door1
Open ControlRoom Door2
Lab Doors
Open Lab Door1
Open Lab Door2
Open Lab Door3
Open Lab Door4
Open Lab Door5
Open Lab Door5 Copy
Med Lab Doors
Open MedLab Door 1
Open MedLab Door 2
Open MedLab Door 3
Open MedLab Door 4
Open MedLab Door 5
Open MedLab Door 6
Open MedLab Door 7
Biosphere Doors
Open Biosphere Door1
Open Biosphere Door2
Open Biosphere Door3
Open Biosphere Door4
Open Biosphere Door5
Living Quarter Doors
Open LivingQuarters Door1
Open LivingQuarters Door2
Open LivingQuarters Door3
Open LivingQuarters Door4
Open LivingQuarters Door5
CargoBay Doors
Open CargoBay Door1
Open CargoBay Door2
Open CargoBay Door3
Open CargoBay Door4
Open CargoBay Door5
Open CargoBay Door6
PowerGeneratorDoors
Open PowerGenerator Door1
Open PowerGenerator Door2
OxygenChamber Door
Open OxygenChamber Door
Elevators
ControlRoom Elevator
Lab Elevator A
Lab Elevator B
MedLab Elevator A
MedLab Elevator B
Biosphere Elevator A
Biosphere Elevator B
LivingQuarters Elevator A
LivingQuarters Elevator B
CargoBay Elevator A
CargoBay Elevator B
PowerGenerator Elevator A
PowerGenerator Elevator B
OxygenChamber Elevator
Ship Controls
View Cameras
SelfDestruct unactive
SelfDestruct active
SelfDestruct deactivated
SelfDestruct activated
SelfDestruct engaged
Control Ship
Uncontrol Ship
View Cameras Leave
GoliathA move
GoliathA move2
GoliathA move3
GoliathA move4
GoliathB move
GoliathB move2
GoliathB move3
GoliathB move4
Ship under Attack
Ship Destroyed
Alien Creation Triggers
Alien makes a spawn
Alien makes a spawn Copy
Alien makes a spawn Copy 2
Spawn makes a spawn
Spawn makes a spawn Copy
Spawn makes a spawn2
Spawn makes a spawn2 Copy
Spawn makes a spawn3
Spawn makes a spawn3 Copy
Alien Mutation
Metamorphis Countdown
Alien transforms
Alien transforms Final
Red Metamorph Max
Blue Metamorph Max
Teal Metamorph Max
Purple Metamorph Max
Yellow Metamorph Max
Orange Metamorph Max
Green Metamorph Max
Pink Metamorph Max
Gray Metamorph Max
Space Cruiser A
Enter Cruiser A
Exit Cruiser A
Launch Cruiser A
Dock Cruiser A
Pilot Cruiser A
UnPilot Cruiser A
Cruiser A launch Effect
Cruiser A dies
Space Cruiser B
Enter Cruiser B
Exit Cruiser B
Launch Cruiser B
Dock Cruiser B
Pilot Cruiser B
UnPilot Cruiser B
Cruiser B launch Effect
Cruiser B dies
Power/Oxygen
Power turned off
Power turned on
Low on oxygen
Oxygen restoration
Oxygen turned off
Oxygen turned on
RedOxygen Max
BlueOxygen Max
TealOxygen Max
PurpleOxygen Max
YellowOxygen Max
OrangeOxygen Max
GreenOxygen Max
PinkOxygen Max
GrayOxygen Max
RedOxygen Death
BlueOxygen Death
TealOxygen Death
PurpleOxygen Death
YellowOxygen Death
OrangeOxygen Death
GreenOxygen Death
PinkOxygen Death
GrayOxygen Death
Blood Test
Red Tests human
Blue Tests human
Teal Tests human
Purple Tests human
Yellow Tests human
Orange Tests human
Green Tests human
Pink Tests Human
Gray Tests Human
Red Tests Spawn
Blue Tests Spawn
Teal Tests Spawn
Purple Tests Spawn
Yellow Tests Spawn
Orange Tests Spawn
Green Tests Spawn
Pink Tests Spawn
Gray Tests Spawn
Red Tests Alien
Blue Tests Alien
Teal Tests Alien
Purple Tests Alien
Yellow Tests Alien
Orange Tests Alien
Green Tests Alien
Pink Tests Alien
Gray Tests Alien
Blood Test offline
Alien Weapon Manager
AlienStandard
AlienStandard Laser
AlienStandard Pyro
Spawn1Standard
Spawn1Laser
Spawn1Pyro
Spawn2Standard
Spawn2Laser
Spawn2Pyro
Spawn3Standard
Spawn3Laser
Spawn3Pyro
Alien Pings
Alien Ping
Spawn Ping
Android Revival
Android Dies
Android Revives 1
Android Revives 2
Android Revives 3
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
CPU
item
No
DockEffectA
unit
No
DockEffectB
unit
No
RandomAlien
player
No
RandomAndroid
player
No
SelfDestruct
timer
No
Spawn
force
No
TheAlien
unit
No
TheAndroid
unit
No
Game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Oxygen with the description If you are human then you need oxygen to survive. The oxygen generator for the space station can be shut off. When this happens you will begin to see your oxygen (gold) drop. When it reaches zero you will die. If your an alien its a good idea to shut this off to kill humans easier. Aliens and the Android are uneffected by a loss of oxygen. , using icon path ReplaceableTextures\CommandButtons\BTNVialEmpty.blp
Quest - Create a Required quest titled Auto-Doc with the description Located in the med labs exist the Auto-Doc. The Auto-Doc is ment to cure humans from parasite. So if your a human and your parasited, get here fast! , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyPotion.blp
Quest - Create a Required quest titled Blood Test with the description Located in the med labs exist the blood test machine. Using the blood tester will display a message to all players if your a human or alien (androids cant use it). The purpose of the blood tester is aid the humans in knowing who is human and to reveal the alien's identity. This is bad news for alien, so if your an alien, stay away from it! , using icon path ReplaceableTextures\CommandButtons\BTNPotionRed.blp
Quest - Create a Required quest titled Power with the description The power generator is used by the space station to generate light. If the power generator has been turned off it will be very difficult for humans to see without a flashlight. Aliens on the other hand can see just as good with the power off as they can with the power on (so can androids). So if your an alien, turn off the power! , using icon path ReplaceableTextures\CommandButtons\BTNillidanprisonwagon.tga
Quest - Create a Required quest titled Reviving the android with the description When the android dies he will drop his CPU. Bring this to one of the deactivated androids found on the lab floor to revive the android. The targeted deactivated android must be alive to make this work. |cffffcc00(This idea was brought to you by Cloned-Goliath)|r , using icon path ReplaceableTextures\CommandButtons\BTNEngineeringUpgrade.blp
Quest - Create a Optional quest titled Alien Spawn with the description If you are killed by the alien and you are a human, you will turn into an alien. If this happens then your goal is to kill all humans and turn them into aliens. You can also be turned into an alien by other alien minions. Alien minions cannot attack the host alien. , using icon path ReplaceableTextures\CommandButtons\BTNParasiteOn.blp
Quest - Create a Optional quest titled Piloting Cruisers with the description In this space station, there lies two space cruisers. Believe it or not, it is possible to pilot these cruisers in this game. To do so, simply walk on the Space cruiser to enter it. Once your inside walk on the orange circle to lift off. To come back to the space station, simply walk on the yellow circle. , using icon path ReplaceableTextures\CommandButtons\BTNFlyingMachine.blp
Quest - Create a Optional quest titled Security Cameras with the description Located in the control room (top floor) is a tv monitor to view the security cameras. To view the security cameras simply walk on the circle with the name "view security cameras". This can be bad news for alien since someone might see you in alien form from a camera, so kill all cameras if you see if your an alien. , using icon path ReplaceableTextures\WorldEditUI\Doodad-Cinematic.blp
Quest - Create a Optional quest titled Space Station with the description The space station can be attacked by the space cruisers. If the space station is destroyed, everyone inside will die. To control the space station go into the control room and walk on the circle titled "pilot ship". Also the space station can be self-destructed (but only once the alien reaches full form). , using icon path ReplaceableTextures\CommandButtons\BTNOrb.blp
Quest - Create a Optional quest titled Game problems with the description For those who enjoy this game im sorry to announce that there is a major game bug. I found making the alien victory trigger extremely difficult, and i was ultimately unable to make to make it work. But youll know when there are no more humans as soon as you see no more pings. I will try to make this work in later versions.-DarkShoGun , using icon path ReplaceableTextures\CommandButtons\BTNAcidbomb.blp
Unit - Order Mobile Combat Armor 0084 <gen> to Attack . Target 0048 <gen>
Unit - Order Mobile Combat Armor 0152 <gen> to Attack . Target 0049 <gen>
Unit - Order Mobile Combat Armor 0153 <gen> to Attack . Target 0052 <gen>
Unit - Order Mobile Combat Armor 0154 <gen> to Move To . (Center of GoliathAmove <gen>)
Unit - Order Mobile Combat Armor 0155 <gen> to Move To . (Center of GoliathBmove4 <gen>)
Player - Set Player 1 (Red) . Current gold to 300
Player - Set Player 2 (Blue) . Current gold to 300
Player - Set Player 3 (Teal) . Current gold to 300
Player - Set Player 4 (Purple) . Current gold to 300
Player - Set Player 5 (Yellow) . Current gold to 300
Player - Set Player 6 (Orange) . Current gold to 300
Player - Set Player 7 (Green) . Current gold to 300
Player - Set Player 8 (Pink) . Current gold to 300
Player - Set Player 9 (Gray) . Current gold to 300
Game - Set the time of day to 12.00
Game - Turn the day/night cycle Off
Game - Set Lock resource trading to Off
Game - Set Restrict resource trading to allies to On
Environment - Set sky to Fogged Sky
Environment - Set fog to style 0 (Unexpected type: 'fogstyle') , z-start 2000.00 , z-end 8000.00 , density 1.00 and color ( 100.00 %, 100.00 %, 100.00 %)
Wait 0.30 seconds
Sound - Stop music Immediately
Sound - Stop the currently playing music theme
Sound - Clear the music list
Sound - Set Ambient Sounds to 100.00 %
Sound - Disable dawn and dusk sounds
Sound - Set Unit Response Sounds to 50.00 %
Sound - Set Unit Movement Sounds to 100.00 %
Trigger - Run Random_Alien <gen> (ignoring conditions)
Trigger - Run Random_Android <gen> (ignoring conditions)
Visibility - Enable black mask
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(RandomAlien Not equal to (Picked player)) and ((RandomAndroid Not equal to (Picked player)) and (((Picked player) controller) Equal to User))
Then - Actions
Unit - Create 1 . |cffffcc00Crew Member|r for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Game - Display to (Player group((Picked player))) the text: |c000000ffYou are a human. Apparently an alien parasite has infested one of your fellow crew members so its gonna be up to you and the rest of the humans to find out who is the alien and destroy it!|r |cffffcc00Read the Quest menu for more info on the game.|r
Else - Actions
Do nothing
Random Alien
Events
Conditions
Actions
Set Variable Set RandomAlien = (Player((Random integer number between 1 and 9)))
If (RandomAlien Equal to RandomAndroid) then do (Run (This trigger) (ignoring conditions)) else do (If ((RandomAlien slot status) Equal to Is playing) then do (Run Create_Alien <gen> (ignoring conditions)) else do (Run (This trigger) (ignoring conditions)))
Random Android
Events
Conditions
Actions
Set Variable Set RandomAndroid = (Player((Random integer number between 1 and 9)))
If (RandomAndroid Equal to RandomAlien) then do (Run (This trigger) (ignoring conditions)) else do (If ((RandomAndroid slot status) Equal to Is playing) then do (Run Create_Android <gen> (ignoring conditions)) else do (Run (This trigger) (ignoring conditions)))
Create Alien
Events
Conditions
Actions
Unit - Create 1 . |cffffcc00Crew Member|r (Alien 1) for RandomAlien at (RandomAlien start location) facing Default building facing degrees
Set Variable Set TheAlien = (Last created unit)
Game - Display to (Player group(RandomAlien)) the text: |c00ff0000You are the PARASITIC ALIEN!!! You are able to turn humans into aliens by killing them. Make sure to conceal your identity from the humans until you reach full maturity.|r
Wait 7.00 seconds
Game - Display to (Player group(RandomAlien)) the text: |c00ff0000As time passes you will metamorph into a higher form. When the time comes to transform make sure to be in an isolated area from the humans. It is wise not to reveal yourself until you reach your final form.|r |cffffcc00Read the Quest menu for more info on the game.|r
Create Android
Events
Conditions
Actions
Unit - Create 1 . |cffffcc00Android|r for RandomAndroid at (RandomAndroid start location) facing Default building facing degrees
Set Variable Set TheAndroid = (Last created unit)
Game - Display to (Player group(RandomAndroid)) the text: |cff00ff00You are the Android!!! Since you are a machine you cannot use the blood tester, but since you cant be turned into an alien everyone will always know your not an alien, so there is no need for it.|r
Wait 7.00 seconds
Game - Display to (Player group(RandomAndroid)) the text: |cff00ff00You will not be able to use weapons nor any items. But you do have your powerful abilities at your desposal to fight against the parasitic alien. You do not need oxygen so you can survive if the oxygen generator has been shut down. You can see in the dark, so there is no need for flashlights.|r |cffffcc00Read the Quest menu for more info on the game.|r
Alien Dies
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to TheAlien
Actions
Game - Display to (All players) the text: (You have killed the Host Alien, + (Name of RandomAlien))
Sound - Play AlienDefeat <gen>
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Picked player) controller) Equal to User) and ((Picked player) Not equal to RandomAlien)
Then - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat RandomAlien with the message: The Alien species has fallen!
Alien Wins
Events
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(((Picked player) controller) Equal to User) and (((Picked player) Not equal to RandomAlien) and (((Picked player) is in Spawn.) Equal to True))
Then - Actions
Sound - Play AlienVictory <gen>
Game - Display to (All players) the text: ((Name of RandomAlien) + is victorious!!!)
Game - Defeat (Picked player) with the message: The Alien species forever rules the earth! YOU LOSE!!!
Else - Actions
Game - Victory RandomAlien ( Show dialogs, Show scores)
Auto Doc On
Events
Unit - A unit enters AutoDoc <gen>
Conditions
Actions
Unit - Remove All buffs from (Entering unit)
Auto Doc Off
Events
Unit - A unit enters AutoDoc <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00ff0000Error: Auto-Doc not able to operate when power is off, I appologize for this incoveniance.|r
Map protection
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Hero - Missing string for 'SetHeroAgi'
Hero - Missing string for 'SetHeroInt'
Hero - Missing string for 'SetHeroStr'
Open ControlRoom Door1
Events
Unit - A unit enters DoorControlRoom1 <gen>
Conditions
(Iron Gate 0010 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0010 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0010 <gen>
Open ControlRoom Door2
Events
Unit - A unit enters DoorControlRoom2 <gen>
Conditions
(Iron Gate 0009 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0009 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0009 <gen>
Open Lab Door1
Events
Unit - A unit enters DoorLab1 <gen>
Conditions
(Iron Gate 0017 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0017 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0017 <gen>
Open Lab Door2
Events
Unit - A unit enters DoorLab2 <gen>
Conditions
(Iron Gate 0918 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0918 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0918 <gen>
Open Lab Door3
Events
Unit - A unit enters DoorLab3 <gen>
Conditions
(Iron Gate 0919 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0919 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0919 <gen>
Open Lab Door4
Events
Unit - A unit enters DoorLab4 <gen>
Conditions
(Iron Gate 1264 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1264 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1264 <gen>
Open Lab Door5
Events
Unit - A unit enters DoorLab5 <gen>
Conditions
(Iron Gate 0885 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0885 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0885 <gen>
Open Lab Door5 Copy
Events
Unit - A unit enters DoorLab6 <gen>
Conditions
(Iron Gate 1813 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1813 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1813 <gen>
Open MedLab Door 1
Events
Unit - A unit enters DoorMedLab1 <gen>
Conditions
(Iron Gate 0014 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0014 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0014 <gen>
Open MedLab Door 2
Events
Unit - A unit enters DoorMedLab2 <gen>
Conditions
(Iron Gate 0013 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0013 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0013 <gen>
Open MedLab Door 3
Events
Unit - A unit enters DoorMedLab3 <gen>
Conditions
(Iron Gate 0015 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0015 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0015 <gen>
Open MedLab Door 4
Events
Unit - A unit enters DoorMedLab4 <gen>
Conditions
(Iron Gate 0012 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0012 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0012 <gen>
Open MedLab Door 5
Events
Unit - A unit enters DoorMedLab5 <gen>
Conditions
(Iron Gate 0016 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0016 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0016 <gen>
Open MedLab Door 6
Events
Unit - A unit enters DoorMedLab6 <gen>
Conditions
(Iron Gate 0102 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0102 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0102 <gen>
Open MedLab Door 7
Events
Unit - A unit enters DoorMedLab7 <gen>
Conditions
(Iron Gate 0835 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0835 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0835 <gen>
Open Biosphere Door1
Events
Unit - A unit enters DoorBiosphere1 <gen>
Conditions
(Iron Gate 0938 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0938 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0938 <gen>
Open Biosphere Door2
Events
Unit - A unit enters DoorBiosphere2 <gen>
Conditions
(Iron Gate 1263 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1263 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1263 <gen>
Open Biosphere Door3
Events
Unit - A unit enters DoorBiosphere3 <gen>
Conditions
(Iron Gate 0939 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0939 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0939 <gen>
Open Biosphere Door4
Events
Unit - A unit enters DoorBiosphere4 <gen>
Conditions
(Iron Gate 0922 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0922 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0922 <gen>
Open Biosphere Door5
Events
Unit - A unit enters DoorBiosphere5 <gen>
Conditions
(Iron Gate 0921 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0921 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0921 <gen>
Open LivingQuarters Door1
Events
Unit - A unit enters DoorLivingQuarters1 <gen>
Conditions
(Iron Gate 1579 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1579 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1579 <gen>
Open LivingQuarters Door2
Events
Unit - A unit enters DoorLivingQuarters2 <gen>
Conditions
(Iron Gate 1583 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1583 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1583 <gen>
Open LivingQuarters Door3
Events
Unit - A unit enters DoorLivingQuarters3 <gen>
Conditions
(Iron Gate 1582 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1582 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1582 <gen>
Open LivingQuarters Door4
Events
Unit - A unit enters DoorLivingQuarters4 <gen>
Conditions
(Iron Gate 1581 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1581 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1581 <gen>
Open LivingQuarters Door5
Events
Unit - A unit enters DoorLivingQuarters5 <gen>
Conditions
(Iron Gate 1584 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1584 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1584 <gen>
Open CargoBay Door1
Events
Unit - A unit enters DoorCargoBay1 <gen>
Conditions
(Iron Gate 1576 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1576 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1576 <gen>
Open CargoBay Door2
Events
Unit - A unit enters DoorCargoBay2 <gen>
Conditions
(Iron Gate 0090 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0090 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0090 <gen>
Open CargoBay Door3
Events
Unit - A unit enters DoorCargoBay3 <gen>
Conditions
(Iron Gate 0587 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0587 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0587 <gen>
Open CargoBay Door4
Events
Unit - A unit enters DoorCargoBay4 <gen>
Conditions
(Iron Gate 1458 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1458 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1458 <gen>
Open CargoBay Door5
Events
Unit - A unit enters DoorCargoBay5 <gen>
Conditions
(Iron Gate 1459 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1459 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1459 <gen>
Open CargoBay Door6
Events
Unit - A unit enters DoorCargoBay6 <gen>
Conditions
(Iron Gate 1569 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1569 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1569 <gen>
Open PowerGenerator Door1
Events
Unit - A unit enters DoorPower1 <gen>
Conditions
(Iron Gate 0111 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0111 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0111 <gen>
Open PowerGenerator Door2
Events
Unit - A unit enters DoorPower2 <gen>
Conditions
(Iron Gate 0112 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 0112 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 0112 <gen>
Open OxygenChamber Door
Events
Unit - A unit enters DoorOxygenChamber <gen>
Conditions
(Iron Gate 1578 <gen> is alive) Equal to True
Actions
Destructible - Open Iron Gate 1578 <gen>
Wait 5.00 seconds
Destructible - Close Iron Gate 1578 <gen>
ControlRoom Elevator
Events
Unit - A unit enters ElevatorControlRoom <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of LabElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Lab Elevator A
Events
Unit - A unit enters ElevatorLabA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of ControlRoomElevatorDestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Lab Elevator B
Events
Unit - A unit enters ElevatorLabB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of MedLabElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
MedLab Elevator A
Events
Unit - A unit enters ElevatorMedLabA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of LabElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
MedLab Elevator B
Events
Unit - A unit enters ElevatorMedLabB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of BiosphereElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Biosphere Elevator A
Events
Unit - A unit enters ElevatorBiosphereA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of MedLabElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Biosphere Elevator B
Events
Unit - A unit enters ElevatorBiosphereB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of LivingQuartersElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
LivingQuarters Elevator A
Events
Unit - A unit enters ElevatorLivingQuartersA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of BiosphereElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
LivingQuarters Elevator B
Events
Unit - A unit enters ElevatorLivingQuartersB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of CargoBayElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
CargoBay Elevator A
Events
Unit - A unit enters ElevatorCargoBayA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of LivingQuartersElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
CargoBay Elevator B
Events
Unit - A unit enters ElevatorCargoBayB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of PowerGeneratorElevatorAdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
PowerGenerator Elevator A
Events
Unit - A unit enters ElevatorPowerA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of CargoBayElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
PowerGenerator Elevator B
Events
Unit - A unit enters ElevatorPowerB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of OxygenChamberElevatordestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
OxygenChamber Elevator
Events
Unit - A unit enters ElevatorOxygenChamber <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of PowerGeneratorElevatorBdestination <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
View Cameras
Events
Unit - A unit enters View_Cameras <gen>
Conditions
Actions
Unit - Change ownership of Security Camera 0024 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0015 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0025 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0026 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0029 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0030 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0031 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0032 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0036 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0037 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0044 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0046 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0047 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0041 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0043 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0040 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0039 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Security Camera 0038 <gen> to (Owner of (Entering unit)) and Change color
Trigger - Turn off (This trigger)
Trigger - Turn on View_Cameras_Leave <gen>
SelfDestruct unactive
Events
Unit - A unit enters Self_Destruct <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |c0080ff00To further balance the game, the self-destruct initialization will not work until the alien reaches full form.|r|c00ff0000
SelfDestruct active
Events
Unit - A unit enters Self_Destruct <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of someone_who_activated_selfdestruct <gen>)
Game - Display to (All players) the text: |c00ff0000Station Self-Destruct Sequence engaged. . . have a nice day.|r
Countdown Timer - Start SelfDestruct as a One-shot timer that will expire in 180.00 seconds
Countdown Timer - Create a timer window for SelfDestruct with title Station Self-Destructs in
Sound - Stop music Immediately
Sound - Clear the music list
Sound - Play SelfDestruct <gen>
Trigger - Turn off (This trigger)
Wait 1.00 seconds
Trigger - Turn on SelfDestruct_deactivated <gen>
SelfDestruct deactivated
Events
Unit - A unit enters Self_Destruct <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Move (Entering unit) instantly to (Center of someone_who_activated_selfdestruct <gen>)
Game - Display to (All players) the text: |c00ff0000Station Self-Destruct Sequence deactivated.|r
Countdown Timer - Pause SelfDestruct
Sound - Stop music Immediately
Sound - Clear the music list
Wait 1.00 seconds
Trigger - Turn on SelfDestruct_activated <gen>
SelfDestruct activated
Events
Unit - A unit enters Self_Destruct <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Move (Entering unit) instantly to (Center of someone_who_activated_selfdestruct <gen>)
Game - Display to (All players) the text: |c00ff0000Station Self-Destruct Sequence resumed.|r
Countdown Timer - Resume SelfDestruct
Sound - Stop music Immediately
Sound - Clear the music list
Sound - Play SelfDestruct <gen>
Wait 1.00 seconds
Trigger - Turn on SelfDestruct_deactivated <gen>
SelfDestruct engaged
Events
Time - SelfDestruct expires
Conditions
Actions
Unit - Kill Space Station 0033 <gen>
Control Ship
Events
Unit - A unit enters Ship_Controls <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffff8c00Initializing Station manuel control.
Camera - Pan camera for (Owner of (Entering unit)) to (Position of Space Station 0033 <gen>) over 0.50 seconds
Unit - Change ownership of Space Station 0033 <gen> to (Owner of (Entering unit)) and Retain color
Trigger - Turn on Uncontrol_Ship <gen>
Trigger - Turn off (This trigger)
Uncontrol Ship
Events
Unit - A unit leaves Ship_Controls <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cffff8c00Initializing Station auto-pilot.
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Unit - Change ownership of Space Station 0033 <gen> to Neutral Passive and Retain color
Trigger - Turn off (This trigger)
Trigger - Turn on Control_Ship <gen>
View Cameras Leave
Events
Unit - A unit leaves View_Cameras <gen>
Conditions
Actions
Unit - Change ownership of Security Camera 0024 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0015 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0025 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0026 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0029 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0030 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0031 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0032 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0036 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0037 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0044 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0046 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0047 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0041 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0043 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0040 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0039 <gen> to Neutral Passive and Change color
Unit - Change ownership of Security Camera 0038 <gen> to Neutral Passive and Change color
Trigger - Turn off (This trigger)
Trigger - Turn on View_Cameras <gen>
GoliathA move
Events
Unit - A unit enters GoliathAmove <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0154 <gen>
Actions
Unit - Order Mobile Combat Armor 0154 <gen> to Move To . (Center of GoliathAmove2 <gen>)
GoliathA move2
Events
Unit - A unit enters GoliathAmove2 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0154 <gen>
Actions
Unit - Order Mobile Combat Armor 0154 <gen> to Move To . (Center of GoliathAmove3 <gen>)
GoliathA move3
Events
Unit - A unit enters GoliathAmove3 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0154 <gen>
Actions
Unit - Order Mobile Combat Armor 0154 <gen> to Move To . (Center of GoliathAmove4 <gen>)
GoliathA move4
Events
Unit - A unit enters GoliathAmove4 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0154 <gen>
Actions
Unit - Order Mobile Combat Armor 0154 <gen> to Move To . (Center of GoliathAmove <gen>)
GoliathB move
Events
Unit - A unit enters GoliathBmove <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0155 <gen>
Actions
Unit - Order Mobile Combat Armor 0155 <gen> to Move To . (Center of GoliathBmove2 <gen>)
GoliathB move2
Events
Unit - A unit enters GoliathBmove2 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0155 <gen>
Actions
Unit - Order Mobile Combat Armor 0155 <gen> to Move To . (Center of GoliathBmove3 <gen>)
GoliathB move3
Events
Unit - A unit enters GoliathBmove3 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0155 <gen>
Actions
Unit - Order Mobile Combat Armor 0155 <gen> to Move To . (Center of GoliathBmove4 <gen>)
GoliathB move4
Events
Unit - A unit enters GoliathBmove4 <gen>
Conditions
(Entering unit) Equal to Mobile Combat Armor 0155 <gen>
Actions
Unit - Order Mobile Combat Armor 0155 <gen> to Move To . (Center of GoliathBmove <gen>)
Ship under Attack
Events
Unit - Space Station 0033 <gen> Is attacked
Conditions
Actions
Sound - Play Danger <gen>
Game - Display to (All players) the text: |c00ff0000The Space Station is being attacked!!!!!!!!!|r
Trigger - Turn off (This trigger)
Wait 10.00 seconds
Trigger - Turn on (This trigger)
Ship Destroyed
Events
Unit - Space Station 0033 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: |c00ff0000The Space Station has been destroyed!!! AHHH!!!|r
Trigger - Turn off Alien_Dies <gen>
Trigger - Turn off Alien_Wins <gen>
Wait 3.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (((Picked player) controller) Equal to User) then do (Defeat (Picked player) with the message: The Space Station was destroyed. . . the game is a draw!) else do (Do nothing)
Alien makes a spawn
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Killing unit) Equal to TheAlien
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Alien makes a spawn Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Killing unit) Equal to TheAlien
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (2nd) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Alien makes a spawn Copy 2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Killing unit) Equal to TheAlien
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (final) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |c00ff0000Alien Spawn|r
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn2
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |c00ff0000Alien Spawn|r (2nd)
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (2nd) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn2 Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (2nd) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn3
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |c00ff0000Alien Spawn|r (final)
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (final) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Spawn makes a spawn3 Copy
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Dying unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
(Unit-type of (Killing unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)
Actions
Unit - Create 1 . |c00ff0000Alien Spawn|r (final) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player Group - Add (Owner of (Last created unit)) to Spawn
Unit - Make (Last created unit) Explode on death
Sound - Play SomeoneDied <gen>
Game - Display to (Player group((Owner of (Dying unit)))) the text: |c00ff0000You have been turned into an Alien. Your goal now is to help the Alien host turn all the other humans into aliens.|r
Metamorphis Countdown
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 1 to RandomAlien . Current lumber
Alien transforms
Events
Unit - A unit Finishes an upgrade
Conditions
(Triggering unit) Equal to TheAlien
Actions
Trigger - Turn on Metamorphis_Countdown <gen>
Trigger - Turn off Alien_makes_a_spawn <gen>
Trigger - Turn on Alien_makes_a_spawn_Copy <gen>
Sound - Play AlienMutation <gen>
Game - Display to (All players) the text: |c00ff0000The Alien has reached a higher form, becareful its alot stronger now.|r
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (((Picked player) Not equal to RandomAlien) and (((Picked player) is in Spawn.) Equal to True)) then do (Set (Picked player).Current lumber to (((Picked player) Current lumber) + 100)) else do (Do nothing)
Wait 2 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Alien_transforms_Final <gen>
Alien transforms Final
Events
Unit - A unit Finishes an upgrade
Conditions
(Triggering unit) Equal to TheAlien
Actions
Trigger - Turn off Alien_makes_a_spawn_Copy <gen>
Trigger - Turn on Alien_makes_a_spawn_Copy_2 <gen>
Trigger - Turn off SelfDestruct_unactive <gen>
Trigger - Turn on SelfDestruct_active <gen>
Sound - Play AlienMutation <gen>
Game - Display to (All players) the text: |c00ff0000The Alien has reached its final and ultimate form. Human form can no longer be obtained, the Alien's identity is soon to be revealed|r
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (((Picked player) Not equal to RandomAlien) and (((Picked player) is in Spawn.) Equal to True)) then do (Set (Picked player).Current lumber to (((Picked player) Current lumber) + 100)) else do (Do nothing)
Wait 2 seconds
Trigger - Turn off (This trigger)
Red Metamorph Max
Events
Player - Player 1 (Red) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 1 (Red) . Current lumber to 500
Blue Metamorph Max
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 2 (Blue) . Current lumber to 500
Teal Metamorph Max
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 3 (Teal) . Current lumber to 500
Purple Metamorph Max
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 4 (Purple) . Current lumber to 500
Yellow Metamorph Max
Events
Player - Player 5 (Yellow) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 5 (Yellow) . Current lumber to 500
Orange Metamorph Max
Events
Player - Player 6 (Orange) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 6 (Orange) . Current lumber to 500
Green Metamorph Max
Events
Player - Player 7 (Green) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 7 (Green) . Current lumber to 500
Pink Metamorph Max
Events
Player - Player 8 (Pink) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 8 (Pink) . Current lumber to 500
Gray Metamorph Max
Events
Player - Player 9 (Gray) 's Current lumber becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off Metamorphis_Countdown <gen>
Player - Set Player 9 (Gray) . Current lumber to 500
Enter Cruiser A
Events
Unit - A unit enters Enter_Cruiser_A <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of Cruiser_A_entrance <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cff00ff00Now entering Space Cruiser A, to launch the ship walk on the orange circle of power.|r
Exit Cruiser A
Events
Unit - A unit enters Get_out_of_Cruiser_A <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of Cruiser_A_exit <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Launch Cruiser A
Events
Unit - A unit enters Launch_Cruiser_A <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off Exit_Cruiser_A <gen>
Trigger - Turn on Cruiser_A_launch_Effect <gen>
Game - Display to (All players) the text: |cffff8c00Now Launching Space Cruiser. You will not be allowed to exit Space Cruiser during launch.
Wait 5.00 seconds
Game - Display to (All players) the text: |cffff8c00Launching in 5
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c004
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c003
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c002
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c001
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c00Launch sequence initiated. To dock ship walk on the circle of power.
Trigger - Turn off Cruiser_A_launch_Effect <gen>
Trigger - Turn off Enter_Cruiser_A <gen>
Unit - Move |cffff8c00Space Cruiser 0082 <gen> instantly to (Center of Cruiser_A_storage <gen>)
Unit - Move |cffff8c00Space Cruiser 0061 <gen> instantly to (Position of Space Station 0033 <gen>)
Unit - Change ownership of |cffff8c00Space Cruiser 0061 <gen> to (Owner of (Entering unit)) and Retain color
Unit - Change ownership of Launch/Pilot Cruiser 0014 <gen> to (Owner of (Entering unit)) and Retain color
Trigger - Turn on UnPilot_Cruiser_A <gen>
Wait 1.00 seconds
Trigger - Turn on Dock_Cruiser_A <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Position of |cffff8c00Space Cruiser 0061 <gen>) over 0.50 seconds
Dock Cruiser A
Events
Unit - A unit enters Dock_Cruiser_A <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: |cffff8c00Now Docking Space Cruiser. . . please wait. . .
Wait 4.00 seconds
Trigger - Turn off Pilot_Cruiser_A <gen>
Trigger - Turn off UnPilot_Cruiser_A <gen>
Unit - Move |cffff8c00Space Cruiser 0082 <gen> instantly to (Center of Cruiser_A_landing <gen>)
Unit - Change ownership of |cffff8c00Space Cruiser 0061 <gen> to Neutral Passive and Retain color
Unit - Move |cffff8c00Space Cruiser 0061 <gen> instantly to (Center of Cruiser_A_storage <gen>)
Game - Display to (All players) the text: |cffff8c00Docking Successful, you may now exit
Wait 1.00 seconds
Trigger - Turn on Enter_Cruiser_A <gen>
Trigger - Turn on Exit_Cruiser_A <gen>
Trigger - Turn on Launch_Cruiser_A <gen>
Pilot Cruiser A
Events
Unit - A unit enters Launch_Cruiser_A <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of |cffff8c00Space Cruiser 0061 <gen>) over 0.50 seconds
Unit - Change ownership of Launch/Pilot Cruiser 0014 <gen> to (Owner of (Entering unit)) and Retain color
Unit - Change ownership of |cffff8c00Space Cruiser 0061 <gen> to (Owner of (Entering unit)) and Retain color
Trigger - Turn on UnPilot_Cruiser_A <gen>
UnPilot Cruiser A
Events
Unit - A unit leaves Launch_Cruiser_A <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Unit - Change ownership of Launch/Pilot Cruiser 0014 <gen> to Neutral Passive and Retain color
Unit - Change ownership of |cffff8c00Space Cruiser 0061 <gen> to Neutral Passive and Retain color
Trigger - Turn on Pilot_Cruiser_A <gen>
Cruiser A launch Effect
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of |cffff8c00Space Cruiser 0082 <gen> using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Wait 0.25 seconds
Special Effect - Destroy (Last created special effect)
Cruiser A dies
Events
Unit - |cffff8c00Space Cruiser 0061 <gen> Dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Inside_Cruiser_A <gen>) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Enter Cruiser B
Events
Unit - A unit enters Enter_Cruiser_A <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of Cruiser_B_entrance <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cff00ff00Now entering Space Cruiser B, to launch the ship walk on the orange circle of power.|r
Exit Cruiser B
Events
Unit - A unit enters Get_out_of_Cruiser_B <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of Cruiser_B_exit <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Launch Cruiser B
Events
Unit - A unit enters Launch_Cruiser_B <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off Exit_Cruiser_B <gen>
Trigger - Turn on Cruiser_B_launch_Effect <gen>
Game - Display to (All players) the text: |cffff8c00Now Launching Space Cruiser. You will not be allowed to exit Space Cruiser during launch.
Wait 5.00 seconds
Game - Display to (All players) the text: |cffff8c00Launching in 5
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c004
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c003
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c002
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c001
Wait 1.00 seconds
Game - Display to (All players) the text: |cffff8c00Launch sequence initiated. To dock ship walk on the circle of power.
Trigger - Turn off Cruiser_B_launch_Effect <gen>
Trigger - Turn off Enter_Cruiser_B <gen>
Unit - Move |cffff8c00Space Cruiser 0083 <gen> instantly to (Center of Cruiser_A_storage <gen>)
Unit - Move |cffff8c00Space Cruiser 0076 <gen> instantly to (Position of Space Station 0033 <gen>)
Unit - Change ownership of |cffff8c00Space Cruiser 0076 <gen> to (Owner of (Entering unit)) and Retain color
Unit - Change ownership of Launch/Pilot Cruiser 0013 <gen> to (Owner of (Entering unit)) and Retain color
Trigger - Turn on UnPilot_Cruiser_B <gen>
Wait 1.00 seconds
Trigger - Turn on Dock_Cruiser_B <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Position of |cffff8c00Space Cruiser 0076 <gen>) over 0.50 seconds
Dock Cruiser B
Events
Unit - A unit enters Dock_Cruiser_B <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: |cffff8c00Now Docking Space Cruiser. . . please wait. . .
Wait 4.00 seconds
Trigger - Turn off Pilot_Cruiser_B <gen>
Trigger - Turn off UnPilot_Cruiser_B <gen>
Unit - Move |cffff8c00Space Cruiser 0083 <gen> instantly to (Center of Cruiser_A_landing <gen>)
Unit - Change ownership of |cffff8c00Space Cruiser 0076 <gen> to Neutral Passive and Retain color
Unit - Move |cffff8c00Space Cruiser 0076 <gen> instantly to (Center of Cruiser_A_storage <gen>)
Game - Display to (All players) the text: |cffff8c00Docking Successful, you may now exit
Wait 1.00 seconds
Trigger - Turn on Enter_Cruiser_B <gen>
Trigger - Turn on Exit_Cruiser_B <gen>
Trigger - Turn on Launch_Cruiser_B <gen>
Pilot Cruiser B
Events
Unit - A unit enters Launch_Cruiser_B <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of |cffff8c00Space Cruiser 0076 <gen>) over 0.50 seconds
Unit - Change ownership of Launch/Pilot Cruiser 0013 <gen> to (Owner of (Entering unit)) and Retain color
Unit - Change ownership of |cffff8c00Space Cruiser 0076 <gen> to (Owner of (Entering unit)) and Retain color
Trigger - Turn on UnPilot_Cruiser_B <gen>
UnPilot Cruiser B
Events
Unit - A unit leaves Launch_Cruiser_B <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 0.50 seconds
Unit - Change ownership of Launch/Pilot Cruiser 0013 <gen> to Neutral Passive and Retain color
Unit - Change ownership of |cffff8c00Space Cruiser 0076 <gen> to Neutral Passive and Retain color
Trigger - Turn on Pilot_Cruiser_B <gen>
Cruiser B launch Effect
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of |cffff8c00Space Cruiser 0083 <gen> using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Wait 0.25 seconds
Special Effect - Destroy (Last created special effect)
Cruiser B dies
Events
Unit - |cffff8c00Space Cruiser 0076 <gen> Dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Inside_Cruiser_B <gen>) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Power turned off
Events
Unit - A unit enters Turn_Power_off <gen>
Conditions
Actions
Sound - Play Danger <gen>
Game - Set the time of day to 24.00
Game - Display to (All players) the text: |c00ff0000Someone has turned off the power!|r
Trigger - Turn off (This trigger)
Trigger - Turn off Red_Tests_human <gen>
Trigger - Turn off Red_Tests_Spawn <gen>
Trigger - Turn off Red_Tests_Alien <gen>
Trigger - Turn off Blue_Tests_human <gen>
Trigger - Turn off Blue_Tests_Spawn <gen>
Trigger - Turn off Blue_Tests_Alien <gen>
Trigger - Turn off Teal_Tests_human <gen>
Trigger - Turn off Teal_Tests_Spawn <gen>
Trigger - Turn off Teal_Tests_Alien <gen>
Trigger - Turn off Purple_Tests_human <gen>
Trigger - Turn off Purple_Tests_Spawn <gen>
Trigger - Turn off Purple_Tests_Alien <gen>
Trigger - Turn off Yellow_Tests_human <gen>
Trigger - Turn off Yellow_Tests_Spawn <gen>
Trigger - Turn off Yellow_Tests_Alien <gen>
Trigger - Turn off Orange_Tests_human <gen>
Trigger - Turn off Orange_Tests_Spawn <gen>
Trigger - Turn off Orange_Tests_Alien <gen>
Trigger - Turn off Green_Tests_human <gen>
Trigger - Turn off Green_Tests_Spawn <gen>
Trigger - Turn off Green_Tests_Alien <gen>
Trigger - Turn off Pink_Tests_Human <gen>
Trigger - Turn off Pink_Tests_Spawn <gen>
Trigger - Turn off Pink_Tests_Alien <gen>
Trigger - Turn off Gray_Tests_Human <gen>
Trigger - Turn off Gray_Tests_Spawn <gen>
Trigger - Turn off Gray_Tests_Alien <gen>
Trigger - Turn off Auto_Doc_On <gen>
Trigger - Turn on Auto_Doc_Off <gen>
Trigger - Turn on Blood_Test_offline <gen>
Trigger - Turn on Power_turned_on <gen>
Power turned on
Events
Unit - A unit enters Turn_Power_on <gen>
Conditions
Actions
Sound - Play OutofDanger <gen>
Game - Set the time of day to 12.00
Game - Display to (All players) the text: |c00ff0000The power has been restored.|r
Trigger - Turn off (This trigger)
Trigger - Turn off Blood_Test_offline <gen>
Trigger - Turn off Auto_Doc_Off <gen>
Trigger - Turn on Auto_Doc_On <gen>
Trigger - Turn on Red_Tests_human <gen>
Trigger - Turn on Red_Tests_Spawn <gen>
Trigger - Turn on Red_Tests_Alien <gen>
Trigger - Turn on Blue_Tests_human <gen>
Trigger - Turn on Blue_Tests_Spawn <gen>
Trigger - Turn on Blue_Tests_Alien <gen>
Trigger - Turn on Teal_Tests_human <gen>
Trigger - Turn on Teal_Tests_Spawn <gen>
Trigger - Turn on Teal_Tests_Alien <gen>
Trigger - Turn on Purple_Tests_human <gen>
Trigger - Turn on Purple_Tests_Spawn <gen>
Trigger - Turn on Purple_Tests_Alien <gen>
Trigger - Turn on Yellow_Tests_human <gen>
Trigger - Turn on Yellow_Tests_Spawn <gen>
Trigger - Turn on Yellow_Tests_Alien <gen>
Trigger - Turn on Orange_Tests_human <gen>
Trigger - Turn on Orange_Tests_Spawn <gen>
Trigger - Turn on Orange_Tests_Alien <gen>
Trigger - Turn on Green_Tests_human <gen>
Trigger - Turn on Green_Tests_Spawn <gen>
Trigger - Turn on Green_Tests_Alien <gen>
Trigger - Turn on Pink_Tests_Human <gen>
Trigger - Turn on Pink_Tests_Spawn <gen>
Trigger - Turn on Pink_Tests_Alien <gen>
Trigger - Turn on Gray_Tests_Human <gen>
Trigger - Turn on Gray_Tests_Spawn <gen>
Trigger - Turn on Gray_Tests_Alien <gen>
Trigger - Turn on Power_turned_off <gen>
Low on oxygen
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (If ((((Picked player) controller) Equal to User) and (((Picked player) Not equal to RandomAlien) and (((Picked player) is in Spawn.) Not equal to True))) then do (Add -1 to (Picked player).Current gold) else do (Do nothing))
Oxygen restoration
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (If ((((Picked player) controller) Equal to User) and ((Picked player) Not equal to RandomAlien)) then do (Add 1 to (Picked player).Current gold) else do (Do nothing))
Oxygen turned off
Events
Unit - A unit enters Turn_off_Oxygen <gen>
Conditions
Actions
Sound - Play Danger <gen>
Game - Display to (All players) the text: |c00ff0000Someone has turned off the Oxygen generator!!!|r
Trigger - Turn off (This trigger)
Trigger - Turn off Oxygen_restoration <gen>
Trigger - Turn on Low_on_oxygen <gen>
Trigger - Turn on Oxygen_turned_on <gen>
Oxygen turned on
Events
Unit - A unit enters Turn_on_Oxygen <gen>
Conditions
Actions
Sound - Play OutofDanger <gen>
Game - Display to (All players) the text: |c00ff0000Oxygen generator restored. Phew!!|r
Trigger - Turn off (This trigger)
Trigger - Turn off Low_on_oxygen <gen>
Trigger - Turn on Oxygen_turned_off <gen>
Trigger - Turn on Oxygen_restoration <gen>
RedOxygen Max
Events
Player - Player 1 (Red) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 300
BlueOxygen Max
Events
Player - Player 2 (Blue) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 2 (Blue) . Current gold to 300
TealOxygen Max
Events
Player - Player 3 (Teal) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 3 (Teal) . Current gold to 300
PurpleOxygen Max
Events
Player - Player 4 (Purple) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 4 (Purple) . Current gold to 300
YellowOxygen Max
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 5 (Yellow) . Current gold to 300
OrangeOxygen Max
Events
Player - Player 6 (Orange) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 6 (Orange) . Current gold to 300
GreenOxygen Max
Events
Player - Player 7 (Green) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 7 (Green) . Current gold to 300
PinkOxygen Max
Events
Player - Player 8 (Pink) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 8 (Pink) . Current gold to 300
GrayOxygen Max
Events
Player - Player 9 (Gray) 's Current gold becomes Greater than or equal to 300.00
Conditions
Actions
Player - Set Player 9 (Gray) . Current gold to 300
RedOxygen Death
Events
Player - Player 1 (Red) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
BlueOxygen Death
Events
Player - Player 2 (Blue) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
TealOxygen Death
Events
Player - Player 3 (Teal) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
PurpleOxygen Death
Events
Player - Player 4 (Purple) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
YellowOxygen Death
Events
Player - Player 5 (Yellow) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
OrangeOxygen Death
Events
Player - Player 6 (Orange) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
GreenOxygen Death
Events
Player - Player 7 (Green) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
PinkOxygen Death
Events
Player - Player 8 (Pink) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
GrayOxygen Death
Events
Player - Player 9 (Gray) 's Current gold becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (If (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Picked unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))) then do (Kill (Picked unit)) else do (Do nothing))
Red Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Blue Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Teal Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Purple Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Yellow Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Orange Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Green Tests human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Pink Tests Human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Gray Tests Human
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Laser Combat Suit|r) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Pyro Combat Suit|r) or ((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r |cff00ff00/w Standard Combat Suit|r)))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is 100% Human)
Red Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Blue Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Teal Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Purple Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Yellow Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Orange Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Green Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Pink Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Gray Tests Spawn
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Spawn|r (final))))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is an Alien Spawn!!!)
Red Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Blue Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Teal Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Purple Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Yellow Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Orange Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Green Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Pink Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Gray Tests Alien
Events
Unit - A unit enters Blood_Test <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 1)) or (((Unit-type of (Entering unit)) Equal to |cffffcc00Crew Member|r (Alien 2)) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r) or (((Unit-type of (Entering unit)) Equal to |c00ff0000Alien Host|r (2nd)) or ((Unit-type of (Entering unit)) Equal to |c00ff0000A|r|c000000ffL|r|cff00ff00I|r|cffffcc00E|r|c00800040N|r))))
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Entering unit))) + 's blood test shows his DNA is the Alien Host!!!!!!!!)
Blood Test offline
Events
Unit - A unit enters Blood_Test <gen>
Conditions
((Owner of (Entering unit)) controller) Equal to User
Actions
Game - Display to (All players) the text: |c00ff0000Error: Blood Tester not able to operate when power is off, I appologize for this incoveniance.|r
AlienStandard
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c00800040Standard Combat Suit|r
(Hero manipulating item) Equal to TheAlien
Actions
Hero - Drop (Item being manipulated) from TheAlien .
Game - Display to (Player group(RandomAlien)) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
AlienStandard Laser
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c0080ff00Laser Combat Suit|r|c00ff0000
(Hero manipulating item) Equal to TheAlien
Actions
Hero - Drop (Item being manipulated) from TheAlien .
Game - Display to (Player group(RandomAlien)) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
AlienStandard Pyro
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffc3dbffPyro Combat Suit|r
(Hero manipulating item) Equal to TheAlien
Actions
Hero - Drop (Item being manipulated) from TheAlien .
Game - Display to (Player group(RandomAlien)) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn1Standard
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c00800040Standard Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r)
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn1Laser
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c0080ff00Laser Combat Suit|r|c00ff0000
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r)
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn1Pyro
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffc3dbffPyro Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 1)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r)
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn2Standard
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c00800040Standard Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (2nd))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn2Laser
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c0080ff00Laser Combat Suit|r|c00ff0000
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (2nd))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn2Pyro
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffc3dbffPyro Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 2)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (2nd))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn3Standard
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c00800040Standard Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (final))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn3Laser
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |c0080ff00Laser Combat Suit|r|c00ff0000
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (final))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Spawn3Pyro
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffc3dbffPyro Combat Suit|r
((Unit-type of (Hero manipulating item)) Equal to |cffffcc00Crew Member|r (Spawn 3)) or ((Unit-type of (Hero manipulating item)) Equal to |c00ff0000Alien Spawn|r (final))
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |c00ff0000Aliens cannot wear combat suits!!!|r
Alien Ping
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching ((Matching player) Not equal to RandomAlien).) and do (Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is alive) Equal to True).) and do (Ping minimap for (Player group(RandomAlien)) at (Position of (Picked unit)) for 2.00 seconds))
Spawn Ping
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching (((Matching player) Not equal to RandomAlien) and (((Matching player) is in Spawn.) Not equal to True)).) and do (Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is alive) Equal to True).) and do (Ping minimap for (All players matching (((Matching player) is in Spawn.) Equal to True).) at (Position of (Picked unit)) for 2.00 seconds))
Android Dies
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to TheAndroid
Actions
Player Group - Add RandomAndroid to Spawn
Game - Display to (All players) the text: |c00800040The Android has died! Bring his CPU to one of the deactivated androids found on the lab floor to revive him.|r
Item - Create Power CPU Memory chip at (Position of (Dying unit))
Set Variable Set CPU = (Last created item)
Android Revives 1
Events
Unit - A unit enters Android_1_Revival <gen>
Conditions
((Entering unit) has CPU) Equal to True
(|cffffcc00Deactivated Android|r 0164 <gen> is alive) Equal to True
Actions
Unit - Create 1 . |cffffcc00Android|r for RandomAndroid at (Position of |cffffcc00Deactivated Android|r 0164 <gen>) facing Default building facing degrees
Unit - Kill |cffffcc00Deactivated Android|r 0164 <gen>
Set Variable Set TheAndroid = (Last created unit)
Item - Remove CPU
Game - Display to (All players) the text: |c00800040The Android walks once more!|r
Android Revives 2
Events
Unit - A unit enters Android_2_Revival <gen>
Conditions
((Entering unit) has CPU) Equal to True
(|cffffcc00Deactivated Android|r 0165 <gen> is alive) Equal to True
Actions
Unit - Create 1 . |cffffcc00Android|r for RandomAndroid at (Position of |cffffcc00Deactivated Android|r 0165 <gen>) facing Default building facing degrees
Unit - Kill |cffffcc00Deactivated Android|r 0165 <gen>
Set Variable Set TheAndroid = (Last created unit)
Item - Remove CPU
Game - Display to (All players) the text: |c00800040The Android walks once more!|r
Android Revives 3
Events
Unit - A unit enters Android_3_Revival <gen>
Conditions
((Entering unit) has CPU) Equal to True
(|cffffcc00Deactivated Android|r 0166 <gen> is alive) Equal to True
Actions
Unit - Create 1 . |cffffcc00Android|r for RandomAndroid at (Position of |cffffcc00Deactivated Android|r 0166 <gen>) facing Default building facing degrees
Unit - Kill |cffffcc00Deactivated Android|r 0166 <gen>
Set Variable Set TheAndroid = (Last created unit)
Item - Remove CPU
Game - Display to (All players) the text: |c00800040The Android walks once more!|r
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