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Triggers
The Endless Nigth beta.w3x
Variables
Initialization and hero revive
Map Initialization
Revive Hero
Hero Chosing
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Iron Marine
Laser Shooter
Jedi
Robot
Difficulty
Difficulty dialog
Noob
Easy
Normal
Hard
Nigthmare
Night in hell
Victory and Defeat
Victory
Victory countdown
Defeat
Zombie waves
Ekstra wave 1
Ekstra wave 1 event
Ekstra wave 2
Ekstra wave 2 event
Ekstra wave 3
Ekstra wave 3 event
First Wave
First wave event
Second Wave
Second wave event
Third wave
Third wave event
Fourth wave
Fourth wave event
Fifth Wave
Fifth Wave event
Sixth wave
Sixth wave event
Seventh wave
Seventh wave event
First Region move
Second Region move
Third Region move
Marine base region move
Zombie movement 2
Disable second wave
Disable Third wave
Cages
Cage 1
Cage 2
My Cheats
Greedisgood
Leave System
Player 1 red
Player 2 blue
Player 3 teal
Player 4 purple
Player 5 yellow
Player 6 orange
Player 7 green
Player 8 pink
Test
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
Dialog
dialog
No
Dialogbutton
button
Yes
Victorytime
timer
No
Victorytimer
timerdialog
No
Game initialization for all players. This happens when the game is loading.
Map Initialization
Events
Map initialization
Conditions
Actions
Visibility - Enable fog of war
Destructible - Open Gate 0000 <gen>
Player - Turn Gives bounty On for Player 12 (Brown)
Player - Set name of Player 12 (Brown) to Zombies
Player - Set Player 1 (Red) . Current gold to 500
Player - Set Player 2 (Blue) . Current gold to 500
Player - Set Player 3 (Teal) . Current gold to 500
Player - Set Player 4 (Purple) . Current gold to 500
Player - Set Player 5 (Yellow) . Current gold to 500
Player - Set Player 6 (Orange) . Current gold to 500
Player - Set Player 7 (Green) . Current gold to 500
Player - Set Player 8 (Pink) . Current gold to 500
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Quest - Create a Required quest titled Energy Orb with the description The energy orb is a very powerfull source of energy which must be protected in order to gather enough energy to create a cure for the zombies. Protect it with your lifes or there will be no cure. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Credits with the description All credits goes to Hiveworkshop for the models and to me (Greatman) for making the map. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Zombie Houses with the description Even though they are zombies some of them still are in their houses. By destroying some of these house you will kill a lot of zombies and decrease their attacks. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Allows the Marine heroes to be revived
Revive Hero
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Custom script: local timerdialog WINDOW
Custom script: local integer HEROWAIT
Custom script: local timer OURTIMER
Custom script: local unit OURHERO
Custom script: set OURHERO = GetDyingUnit()
Custom script: set HEROWAIT = ( GetHeroLevel(OURHERO) * 5 )
Camera - . Apply . gg_cam_Starting_cam for Player 1 (Red) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 1 (Red) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 2
Player 2
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 2 (Blue) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 2 (Blue) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 3
Player 3
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 3 (Teal) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 3 (Teal) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 4
Player 4
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 4 (Purple) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 4 (Purple) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 5
Player 5
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 5 (Yellow) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 5 (Yellow) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 6
Player 6
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 6 (Orange) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 6 (Orange) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 7
Player 7
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 7 (Green) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 7 (Green) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Sets the starting camera for player 8
Player 8
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Camera - . Apply . gg_cam_Starting_cam for Player 8 (Pink) over 0 seconds
Unit - Create 1 . Soul of a Fallen Warrior for Player 8 (Pink) at (Center of Wisp_Create <gen>) facing Default building facing degrees
Allows you to chose the Iron Marine. Also creates 3 workers for the player and sets the camera.
Iron Marine
Events
Unit - A unit comes within 120.00 of Chose this hero 0121 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Camera - . Apply . gg_cam_after_hero_cam for Player 8 (Pink) over 0 seconds
Unit - Kill (Triggering unit)
Unit - Create 1 . Iron Marine for Player 1 (Red) at (Center of HeroCreate <gen>) facing Default building facing degrees
Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: You have chosen the Iron Marine. A fast shooting hero who is adept at taking care of smaller units.
Unit - Create 3 . Worker for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Allows you to chose the Laser Shooter. Also creates 3 workers and sets the camera.
Laser Shooter
Events
Unit - A unit comes within 120.00 of Chose this hero 0107 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Camera - . Apply . gg_cam_after_hero_cam for Player 8 (Pink) over 0 seconds
Unit - Kill (Triggering unit)
Unit - Create 1 . Laser Shooter for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: You have chosen the Laser Shooter a very fast Shooter but with short range.
Unit - Create 3 . Worker for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Allows you to chose the Jedi. Also creates 3 workers and sets the camera.
Jedi
Events
Unit - A unit comes within 120.00 of Chose this hero 0132 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Camera - . Apply . gg_cam_after_hero_cam for Player 8 (Pink) over 0 seconds
Unit - Kill (Triggering unit)
Unit - Create 1 . Jedi for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: You have chosen a Jedi. A medium strong unit. Best at tanking.
Unit - Create 3 . Worker for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Allows you to chose the Robot. Also creates 3 workers and sets the camera.
Robot
Events
Unit - A unit comes within 120.00 of Chose this hero 0133 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Camera - . Apply . gg_cam_after_hero_cam for Player 8 (Pink) over 0 seconds
Unit - Kill (Triggering unit)
Unit - Create 1 . Robot Gunner for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: You have chosen a Robot. this machine is the good all around unit.
Unit - Create 3 . Worker for (Owner of (Triggering unit)) at (Center of HeroCreate <gen>) facing Default building facing degrees
Creates a dialog for the difficulty.
Difficulty dialog
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Game - Display to (All players) the text: Please wait while red is chosing difficulty
Dialog - Clear Dialog
Dialog - Change the title of Dialog to Difficulty
Dialog - Create a dialog button for Dialog labelled Noob
Set Variable Set Dialogbutton[0] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Easy
Set Variable Set Dialogbutton[1] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Normal
Set Variable Set Dialogbutton[2] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Hard
Set Variable Set Dialogbutton[3] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Nigthmare
Set Variable Set Dialogbutton[4] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Night in Hell
Set Variable Set Dialogbutton[5] = (Last created dialog Button)
Dialog - Show Dialog for Player 1 (Red)
If noob is chosen in the difficulty dialog then this trigger will be activated.
Noob
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[0]
Actions
Player - Set Player 12 (Brown) handicap to 50.00 %
Game - Display to (All players) the text: Difficulty set to Noob
Trigger - Turn off First_Wave <gen>
Trigger - Turn off First_wave_event <gen>
Trigger - Turn off Second_Wave <gen>
Trigger - Turn off Second_wave_event <gen>
If easy is chosen in the difficulty dialog then this trigger will be activated.
Easy
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[1]
Actions
Player - Set Player 12 (Brown) handicap to 75.00 %
Game - Display to (All players) the text: Difficulty set to Easy
Trigger - Turn off First_Wave <gen>
Trigger - Turn off First_wave_event <gen>
If normal is chosen in the difficulty dialog then this trigger will be activated.
Normal
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[2]
Actions
Player - Set Player 12 (Brown) handicap to 100 %
Game - Display to (All players) the text: Difficulty set to Normal
If hard is chosen in the difficulty dialog then this trigger will be activated.
Hard
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[3]
Actions
Player - Set Player 12 (Brown) handicap to 125.00 %
Game - Display to (All players) the text: Difficulty set to Hard
Trigger - Turn on Ekstra_wave_1 <gen>
Trigger - Turn on Ekstra_wave_1_event <gen>
If nigthmare is chosen in the difficulty dialog then this trigger will be activated.
Nigthmare
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[4]
Actions
Player - Set Player 1 (Red) handicap to 150.00 %
Game - Display to (All players) the text: Difficulty set to Nigthmare (Prepare to die)
Trigger - Turn on Ekstra_wave_1 <gen>
Trigger - Turn on Ekstra_wave_1_event <gen>
Trigger - Turn on Ekstra_wave_2 <gen>
Trigger - Turn on Ekstra_wave_2_event <gen>
If nigth in hell is chosen in the difficulty dialog then this trigger will be activated.
Night in hell
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to Dialogbutton[5]
Actions
Player - Set Player 1 (Red) handicap to 200.00 %
Game - Display to (All players) the text: Difficulty set to Nigth in Hell (You are doomed fools)
Trigger - Turn on Ekstra_wave_1 <gen>
Trigger - Turn on Ekstra_wave_1_event <gen>
Trigger - Turn on Ekstra_wave_2 <gen>
Trigger - Turn on Ekstra_wave_2_event <gen>
Trigger - Turn on Ekstra_wave_3 <gen>
Trigger - Turn on Ekstra_wave_3_event <gen>
Does so that the Marines can win and also starts a little movie.
Victory
Events
Time - Victorytime expires
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players) .
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Victory_cam for Player 8 (Pink) over 0 seconds
Unit - Create 1 . Orc Shock Trooper for Player 9 (Gray) at (Center of Reinforcement <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of HeroCreate <gen>)
Unit - Create 1 . Orc Shock Trooper for Player 9 (Gray) at (Center of Reinforcement <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of HeroCreate <gen>)
Unit - Create 1 . Orc Shock Trooper for Player 9 (Gray) at (Center of Reinforcement <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of HeroCreate <gen>)
Unit - Create 1 . Orc Shock Trooper for Player 9 (Gray) at (Center of Reinforcement <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of HeroCreate <gen>)
Camera - . Apply . gg_cam_after_hero_cam for Player 1 (Red) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 2 (Blue) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 3 (Teal) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 4 (Purple) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 5 (Yellow) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 6 (Orange) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 7 (Green) over 10.00 seconds
Camera - . Apply . gg_cam_after_hero_cam for Player 8 (Pink) over 10.00 seconds
Cinematic - Send transmission to (All players) from (Last created unit) named Orc General : Play No sound and display Good job soldiers! We will escort the energy orb to the headquarters. . Modify duration: Add 12.00 seconds and Wait
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Victory countdown
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Countdown Timer - Start Victorytime as a One-shot timer that will expire in 2700.00 seconds
Countdown Timer - Create a timer window for Victorytime with title Victory
Countdown Timer - Show (Last created timer window)
This trigger does so that all players can be defeated.
Defeat
Events
Unit - Energy Orb 0197 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 2 (Blue) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 3 (Teal) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 4 (Purple) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 5 (Yellow) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 6 (Orange) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 7 (Green) with the message: The Energy Orb has fallen! There will never be a cure!
Game - Defeat Player 8 (Pink) with the message: The Energy Orb has fallen! There will never be a cure!
This is a ekstra wave for the hard-nightmare-nigth in hell difficulty.
Ekstra wave 1
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Unit - Create 5 . Mutated Bug for Player 12 (Brown) at (Center of Third_Zombie_Create <gen>) facing Default building facing degrees
This is a event for the first ekstra wave.
Ekstra wave 1 event
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Trigger - Add to Ekstra_wave_1 <gen> the event (Every 25.00 seconds of game time)
This is a ekstra wave for the nigthmare-nigth in hell difficulty
Ekstra wave 2
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Unit - Create 5 . Zerg Ultralisk for Player 12 (Brown) at (Center of Third_Zombie_Create <gen>) facing Default building facing degrees
This is a event for the second ekstra wave.
Ekstra wave 2 event
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Trigger - Add to Ekstra_wave_2 <gen> the event (Every 30.00 seconds of game time)
Ekstra wave 3
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Unit - Create 5 . Dead Orc Shaman for Player 12 (Brown) at (Center of Third_Zombie_Create <gen>) facing Default building facing degrees
Ekstra wave 3 event
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Trigger - Add to Ekstra_wave_3 <gen> the event (Every 28.00 seconds of game time)
First Wave
Events
Time - Elapsed game time is 125.00 seconds
Conditions
Actions
Unit - Create 5 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 5 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
First wave event
Events
Time - Elapsed game time is 125.00 seconds
Conditions
Actions
Trigger - Add to First_Wave <gen> the event (Every 25.00 seconds of game time)
Second Wave
Events
Time - Elapsed game time is 250.00 seconds
Conditions
Actions
Unit - Create 3 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Zerg Ultralisk for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Second wave event
Events
Time - Elapsed game time is 250.00 seconds
Conditions
Actions
Trigger - Add to Second_Wave <gen> the event (Every 30.00 seconds of game time)
Third wave
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Unit - Create 3 . Mutated Bug for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Mutated Bug for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Zerg Ultralisk for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 3 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Third wave event
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Trigger - Add to Third_wave <gen> the event (Every 40.00 seconds of game time)
Fourth wave
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 3 . Zerg Ultralisk for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 3 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Fourth wave event
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Trigger - Add to Fourth_wave <gen> the event (Every 55.00 seconds of game time)
Fifth Wave
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Mutated Bug for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Zerg Ultralisk for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Unit - Create 3 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Fifth Wave event
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Trigger - Add to Fifth_Wave <gen> the event (Every 30.00 seconds of game time)
Sixth wave
Events
Time - Elapsed game time is 1250.00 seconds
Conditions
Actions
Unit - Create 1 . Doombeast for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 5 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 5 . Mutated Bug for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Unit - Create 2 . Dead Orc Shaman for Player 12 (Brown) at (Center of Second_zombie_Create <gen>) facing Default building facing degrees
Sixth wave event
Events
Time - Elapsed game time is 1250.00 seconds
Conditions
Actions
Trigger - Add to Sixth_wave <gen> the event (Every 50.00 seconds of game time)
Seventh wave
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Unit - Create 3 . Doombeast for Player 12 (Brown) at (Center of First_Zombie_Create <gen>) facing Default building facing degrees
Seventh wave event
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Trigger - Add to Seventh_wave <gen> the event (Every 60.00 seconds of game time)
First Region move
Events
Unit - A unit enters First_Zombie_Create <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Zombie_movement <gen>)
Second Region move
Events
Unit - A unit enters Second_zombie_Create <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Zombie_movement <gen>)
Third Region move
Events
Unit - A unit enters Third_Zombie_Create <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Zombie_movement <gen>)
Marine base region move
Events
Unit - A unit enters Zombie_movement <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Patrol To . (Center of Zombie_Movement_2 <gen>)
Zombie movement 2
Events
Unit - A unit enters Zombie_Movement_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Patrol To . (Center of Zombie_Movement_3 <gen>)
Disable second wave
Events
Unit - Zombie House 0198 <gen> Dies
Conditions
Actions
Trigger - Turn off Second_Wave <gen>
Trigger - Turn off Second_wave_event <gen>
Disable Third wave
Events
Unit - Zombie House 0199 <gen> Dies
Conditions
Actions
Trigger - Turn off Third_wave <gen>
Trigger - Turn off Third_wave_event <gen>
Cage 1
Events
Destructible - Cage 0002 <gen> dies
Conditions
Actions
Unit - Create 1 . Bazooka Marine for Player 9 (Gray) at (Position of (Dying destructible)) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Position of Wide Wooden Bridge 0001 <gen>)
Floating Text - Create floating text that reads We guard the brigde from the hordes of undead at (Position of (Last created unit)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 8.00 seconds
Floating Text - Destroy (Last created floating text)
Cage 2
Events
Destructible - Cage 0003 <gen> dies
Conditions
Actions
Unit - Create 1 . Sniper for Player 9 (Gray) at (Position of (Dying destructible)) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Position of Wide Wooden Bridge 0001 <gen>)
Greedisgood
Events
Player - Player 1 (Red) types a chat message containing greedisgood (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 10000 to Player 1 (Red) . Current gold
Player 1 red
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 1 red has left the game.
Player 2 blue
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 2 blue has left the game.
Player 3 teal
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 3 teal has left the game.
Player 4 purple
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 4 purple has left the game.
Player 5 yellow
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 5 yellow has left the game.
Player 6 orange
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 6 orange has left the game.
Player 7 green
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 7 green has left the game.
Player 8 pink
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Player 8 pink has left the game.
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