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Triggers
Zombie Attack 2.w3x
Variables
Initialization
Melee Initialization
Start
Dead
End
Move
move
Sommoning
Zombie 1
BOSS 1
Zombie 2
Ghoul 1
Boss 2
Mummy1
Boss 3
Mummy2
Abilitys
Nuke
Air Strike 1
Air Strike 2
Air Strike 3
Grenade 1
Grenade 2
Grenade 3
C4
MultiBoard
Create
Update
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
Button
button
Yes
End
dialog
No
Kills
string
Yes
KillsNumber
integer
Yes
Location
location
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Start
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Turn the day/night cycle Off
Environment - Change water tinting color to ( 0.00 %, 0.00 %, 0.00 %) with 100.00 % transparency
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
Then - Actions
Unit - Create 1 . Marine for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Else - Actions
Dead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Marine
Actions
Wait 5.00 seconds
Unit - Remove (Dying unit) from the game
End
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units of type Marine)) Equal to 0
Then - Actions
Game - Defeat Player 1 (Red) with the message: All is Dead!
Game - Defeat Player 2 (Blue) with the message: All is Dead!
Game - Defeat Player 3 (Teal) with the message: All is Dead!
Else - Actions
move
Events
Unit - A unit enters Sammoning <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Target <gen>)
Zombie 1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
BOSS 1
Events
Time - Elapsed game time is 240.00 seconds
Conditions
Actions
Unit - Create 1 . Giant Worm for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Trigger - Turn on Zombie_2 <gen>
Trigger - Turn on Ghoul_1 <gen>
Zombie 2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 12 . Zombie for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Ghoul 1
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Create 5 . Venom Ghoul for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Boss 2
Events
Time - Elapsed game time is 540.00 seconds
Conditions
Actions
Unit - Create 3 . Giant Worm for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Trigger - Turn off BOSS_1 <gen>
Trigger - Turn off Zombie_1 <gen>
Trigger - Turn off Zombie_2 <gen>
Trigger - Turn on Mummy1 <gen>
Mummy1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 12 . Mummy for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Boss 3
Events
Time - Elapsed game time is 900.00 seconds
Conditions
Actions
Unit - Create 1 . Earth Lord for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Trigger - Turn off Boss_2 <gen>
Trigger - Turn on Mummy2 <gen>
Mummy2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 24 . Mummy for Player 12 (Brown) at (Random point in Sammoning <gen>) facing Default building facing degrees
Nuke
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to NUCE
Actions
Unit Group - Pick every unit in (Units of type Footman) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\NuclearExplosion5.mdx
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 600.00 at (Position of (Picked unit)) , dealing 6000.00 damage of attack type Chaos and damage type Normal
Unit - Remove (Picked unit) from the game
Else - Actions
Air Strike 1
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Air Stike 1
Actions
Unit - Create 1 . Bomber for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by -1200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 5000.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Do nothing
Wait 4.00 seconds
For each (Integer A) from 1 to 20 , do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\ShrapnelShards.mdx
Unit - Cause (Picked unit) to damage circular area after 0 seconds of radius 200.00 at (Position of (Picked unit)) , dealing 100.00 damage of attack type Chaos and damage type Normal
Else - Actions
Do nothing
Wait 0.50 seconds
Wait 4.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Do nothing
Air Strike 2
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Air Stike 2
Actions
Unit - Create 1 . Bomber for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by -1200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 5000.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Do nothing
Wait 4.00 seconds
For each (Integer A) from 1 to 20 , do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\ShrapnelShards.mdx
Unit - Cause (Picked unit) to damage circular area after 0 seconds of radius 200.00 at (Position of (Picked unit)) , dealing 300.00 damage of attack type Chaos and damage type Normal
Else - Actions
Do nothing
Wait 0.50 seconds
Wait 4.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Do nothing
Air Strike 3
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Air Stike 3
Actions
Unit - Create 1 . Bomber for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by -1200.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 5000.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Do nothing
Wait 4.00 seconds
For each (Integer A) from 1 to 20 , do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\ShrapnelShards.mdx
Unit - Cause (Picked unit) to damage circular area after 0 seconds of radius 150.00 at (Position of (Picked unit)) , dealing 500.00 damage of attack type Chaos and damage type Normal
Else - Actions
Do nothing
Wait 0.50 seconds
Wait 4.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Bomber) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Do nothing
Grenade 1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Grenade 1
Actions
Unit - Create 1 . Grenade for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 400.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 150.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 200.00 at (Position of (Picked unit)) , dealing 150.00 damage of attack type Chaos and damage type Normal
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\smalExplosion.mdx
Unit - Remove (Picked unit) from the game
Else - Actions
Grenade 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Grenade 2
Actions
Unit - Create 1 . Grenade for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 400.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 150.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 200.00 at (Position of (Picked unit)) , dealing 300.00 damage of attack type Chaos and damage type Normal
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\smalExplosion.mdx
Unit - Remove (Picked unit) from the game
Else - Actions
Grenade 3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Grenade 3
Actions
Unit - Create 1 . Grenade for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Order (Picked unit) to Move To . ((Position of (Casting unit)) offset by 800.00 towards (Facing of (Casting unit)) degrees.)
Else - Actions
Wait 0.01 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 400.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 400.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 150.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Animation - Change (Picked unit) flying height to 0.00 at 150.00
Else - Actions
Wait 1.00 seconds
Unit Group - Pick every unit in (Units of type Grenade) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 200.00 at (Position of (Picked unit)) , dealing 600.00 damage of attack type Chaos and damage type Normal
Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\smalExplosion.mdx
Unit - Remove (Picked unit) from the game
Else - Actions
C4
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to C4 Trigger
Actions
Unit Group - Pick every unit in (Units of type C4) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of (Casting unit))
Then - Actions
Unit - Cause (Picked unit) to damage circular area after 0 seconds of radius 150.00 at (Position of (Picked unit)) , dealing 300.00 damage of attack type Chaos and damage type Normal
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove (Picked unit) from the game
Else - Actions
Create
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 3 columns and 5 rows, titled Kills .
Multiboard - Set the display style for (Last created multiboard) item in column 0 , row 0 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 0 to 10.00 % of the total screen width
Multiboard - Set the color for (Last created multiboard) item in column 3 , row 0 to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to •Name•
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 1 to •Kills•
Multiboard - Set the color for (Last created multiboard) item in column 1 , row 1 to ( 0.00 %, 100.00 %, 0.00 %) with 0 % transparency
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to 0
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to 0
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
(Player 1 (Red) controller) Equal to User
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to (Name of Player 1 (Red))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
(Player 2 (Blue) controller) Equal to User
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to (Name of Player 2 (Blue))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
(Player 3 (Teal) controller) Equal to User
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to (Name of Player 3 (Teal))
Else - Actions
Update
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (String((KillsNumber[(Player number of (Owner of (Killing unit)))] + 1)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to Kills[(Player number of (Owner of (Killing unit)))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to Kills[(Player number of (Owner of (Killing unit)))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to Kills[(Player number of (Owner of (Killing unit)))]
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