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Triggers
Zombie City.w3x
Variables
game
lost
Bounty
Map1
stop
Ammo
Revive hero Copy
timewin1
money
Star Time
Star Time1
human sapwn
human z
human z Copy
human z Copy Copy
human spw
zombie spawn
lever zombie
zombie1
zombie1 Copy
zombie1 Copy Copy
zombie1 Copy Copy Copy
zombie2
zombie2 Copy
zombie2 Copy Copy
zombie2 Copy Copy Copy
zombie3
zombie3 Copy
zombie3 Copy copy
zombie4
zombie4 Copy
zombie4 Copy Copy
zombie5
zombie5 Copy
zombie5 Copy Copy
zombie5 Copy Copy Copy
zombie6
zombie6 Copy
zombie6 Copy 2
zombie6 Copy 3
zombie6 Copy 4
attack ammo
attack stop
AK47
Minigun
KSSVD
ShotGun
Rocket Launcher
Fire Gun
Laser
Electriccal
Grenade
Grenade
SignalFlare
IGM
IGM Copy
IGM Cast
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
Caster
unit
Yes
Create_Unit
unit
Yes
Effect
effect
Yes
game
timer
Yes
Group
group
Yes
Interger
integer
Yes
Location
location
Yes
Player_Group
force
Yes
StartTime
timerdialog
Yes
lost
Events
Unit - RadarTower 0010 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All players matching (((Matching player) is an ally of Player 10 (Light Blue).) Equal to True).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Map1
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Disable black mask
Visibility - Disable fog of war
stop
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) belongs to an ally of (Owner of (Attacking unit)).) Equal to True
Actions
Unit - Order (Attacking unit) to Stop .
Ammo
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All allies of (Owner of RadarTower 0010 <gen>).) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current lumber to 500
Unit Group - Pick every unit in (Units in (Entire map) matching (((Unit-type of (Matching unit)) Equal to Soldier) and (((Owner of (Matching unit)) slot status) Equal to Is unused))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Revive hero Copy
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Caster[1900] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1900] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Caster[1901] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1901] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Caster[1902] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1902] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Caster[1903] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1903] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Caster[1904] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1904] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Caster[1905] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1905] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Caster[1906] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1906] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Set Variable Set Caster[1907] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1907] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Caster[1908] = (Dying unit)
Wait 20.00 seconds
Hero - Instantly revive Caster[1908] at (Position of RadarTower 0010 <gen>) , Show revival graphics
Else - Actions
timewin1
Events
Time - game[1] expires
Conditions
Actions
Countdown Timer - Destroy StartTime[1]
Unit Group - Pick every unit in (Units in (Entire map) matching ((Owner of (Matching unit)) Equal to Player 11 (Dark Green))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Wait 3.00 seconds
Player Group - Pick every player in (All players matching (((Matching player) is an ally of Player 10 (Light Blue).) Equal to True).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
money
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Actions
Player Group - Pick every player in (All players matching (((Matching player) is an ally of Player 10 (Light Blue).) Equal to True).) and do (Actions)
Loop - Actions
Player - Add 10 to (Picked player) . Current gold
Star Time
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Start game[2] as a One-shot timer that will expire in 30.00 seconds
Set Variable Set game[3] = (Last started timer)
Countdown Timer - Create a timer window for game[3] with title Zombie Attack
Set Variable Set StartTime[3] = (Last created timer window)
Star Time1
Events
Time - game[2] expires
Conditions
Actions
Countdown Timer - Destroy StartTime[3]
Trigger - Turn on zombie1 <gen>
Trigger - Turn on zombie2 <gen>
Trigger - Turn on zombie3 <gen>
Trigger - Turn on zombie4 <gen>
Trigger - Turn on zombie5 <gen>
Trigger - Turn on human_z <gen>
Trigger - Turn on human_z_Copy <gen>
Trigger - Turn on lever_zombie <gen>
Countdown Timer - Start game[1] as a One-shot timer that will expire in 2400.00 seconds
Set Variable Set game[2] = (Last started timer)
Countdown Timer - Create a timer window for game[2] with title Time Alive
Set Variable Set StartTime[1] = (Last created timer window)
Set Variable Set Group[10] = (Units in (Entire map) matching (((Owner of (Matching unit)) Equal to Neutral Passive) and ((Unit-type of (Matching unit)) Equal to Dune Worm)))
Unit Group - Pick every unit in Group[10] and do (Actions)
Loop - Actions
Set Variable Set Create_Unit[5] = (Picked unit)
Unit - Kill Create_Unit[5]
Unit - Create 1 . Fear [Zombie] for Player 11 (Dark Green) at (Position of Create_Unit[5]) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
human z
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of RadarTower 0010 <gen>) Less than or equal to 500.00
Then - Actions
Unit - Create 1 . CobraHelicopter for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Unit - Create 1 . M1_Abrams Tank for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Else - Actions
Set Variable Set Group[1] = (Units in (Entire map) matching ((Unit-type of (Matching unit)) Equal to Rifleman))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Group[1]) Less than or equal to 5
Then - Actions
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Random point in Human3 <gen>)
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Human2 <gen>)
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Human4 <gen>)
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Human5 <gen>)
Else - Actions
human z Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Group[1] = (Units in (Entire map) matching ((Unit-type of (Matching unit)) Equal to Rifleman))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Group[1]) Less than or equal to 5
Then - Actions
Unit - Create 12 . Rifleman for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Else - Actions
human z Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Group[1] = (Units in (Entire map) matching ((Unit-type of (Matching unit)) Equal to Rifleman 1))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Group[1]) Less than or equal to 0
Then - Actions
Unit - Create 10 . Rifleman 1 for Player 10 (Light Blue) at (Position of RadarTower 0010 <gen>) facing Default building facing degrees
Else - Actions
human spw
Events
Unit - A unit enters Human1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Set Variable Set Interger[5] = (Random integer number between 1 and 5)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[5] Equal to 1
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Human3 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[5] Equal to 2
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Human4 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[5] Equal to 3
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Human2 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[5] Equal to 4
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Human5 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[5] Equal to 5
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Human6 <gen>)
Else - Actions
lever zombie
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Set Variable Set Interger[1] = (Interger[1] + 1)
Wait 600.00 seconds
Trigger - Turn on zombie1_Copy <gen>
Trigger - Turn on zombie2_Copy <gen>
Trigger - Turn on zombie3_Copy <gen>
Trigger - Turn on zombie4_Copy <gen>
Trigger - Turn on zombie5_Copy <gen>
Wait 600.00 seconds
Trigger - Turn on human_z_Copy_Copy <gen>
Trigger - Turn on zombie1_Copy_Copy <gen>
Trigger - Turn on zombie2_Copy_Copy <gen>
Trigger - Turn on zombie3_Copy_copy <gen>
Trigger - Turn on zombie4_Copy_Copy <gen>
Trigger - Turn on zombie5_Copy_Copy <gen>
Wait 600.00 seconds
Trigger - Turn on zombie5_Copy_Copy_Copy <gen>
Trigger - Turn on zombie2_Copy_Copy_Copy <gen>
Trigger - Turn on zombie1_Copy_Copy_Copy <gen>
zombie1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Terror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Fear [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_1 <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 1
Then - Actions
Unit - Create 3 . CSO [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_1 <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Order (Units in Zombie_spaw_1 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie1 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_1 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_1 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie1 Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_1 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie1 Copy Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Hydralisk for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Gargoyle for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_1 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Terror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Fear [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 1
Then - Actions
Unit - Create 3 . CSO [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 2
Then - Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Order (Units in Zombie_spaw_2 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie2 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_2 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie2 Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_2 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie2 Copy Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Hydralisk for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Gargoyle for Player 11 (Dark Green) at (Center of Zombie_spaw_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_2 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie3
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Terror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Fear [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 1
Then - Actions
Unit - Create 3 . CSO [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Order (Units in Zombie_spaw_3 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie3 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_3 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie3 Copy copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_3 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_3 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie4
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Terror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit - Create 2 . Fear [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 1
Then - Actions
Unit - Create 3 . CSO [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 2
Then - Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 3
Then - Actions
Unit - Create 2 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Order (Units in Zombie_spaw_4 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie4 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit - Create 2 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_4 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie4 Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_4 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_4 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie5
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Terror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 4 . Fear [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 1
Then - Actions
Unit - Create 6 . CSO [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 2
Then - Actions
Unit - Create 4 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 4 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Interger[1] Greater than or equal to 3
Then - Actions
Unit - Create 3 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 2 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Order (Units in Zombie_spaw_5 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie5 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Horror [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 4 . Crypt Fiend for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_5 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie5 Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Nightmare [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 2 . Abomination [Zombie] for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_5 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie5 Copy Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Hydralisk for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit - Create 2 . Gargoyle for Player 11 (Dark Green) at (Center of Zombie_spaw_5 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Zombie_spaw_5 <gen>) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie6
Events
Unit - A unit enters Zombie_spaw_5 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie6 Copy
Events
Unit - A unit enters Zombie_spaw_3 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie6 Copy 2
Events
Unit - A unit enters Zombie_spaw_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie6 Copy 3
Events
Unit - A unit enters Zombie_spaw_1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
zombie6 Copy 4
Events
Unit - A unit enters Zombie_spaw_4 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of RadarTower 0010 <gen>)
attack stop
Events
Unit - A unit Is attacked
Conditions
((Owner of (Attacking unit)) Current lumber) Equal to 0
(Owner of (Attacking unit)) Not equal to Player 11 (Dark Green)
(Owner of (Attacking unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Order (Attacking unit) to Stop .
AK47
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to AK47 Soldier
Actions
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 1)
Minigun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Minigun Soldier
Actions
Special Effect - Create a special effect attached to the weapond (Unexpected type: 'attachpoint') of (Attacking unit) using war3mapImported\Konstrukt_MinigunEffectAttachment.MDX
Wait 0.03 seconds
Special Effect - Destroy (Last created special effect)
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 4)
KSSVD
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to KSSVD Soldier
Actions
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 1)
ShotGun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to ShotGun Soldier
Actions
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 2)
Rocket Launcher
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to ShotGun Soldier
Actions
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 4)
Fire Gun
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Fire Gun Soldier
Actions
Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 20.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Attacking unit)) Less than or equal to 30.00
Then - Actions
Unit - Order (Attacking unit) to Stop .
Else - Actions
Laser
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Laser Soldier
Actions
Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 25.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Attacking unit)) Less than or equal to 30.00
Then - Actions
Unit - Order (Attacking unit) to Stop .
Else - Actions
Electriccal
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Electrical
Actions
Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) - 30.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Attacking unit)) Less than or equal to 30.00
Then - Actions
Unit - Order (Attacking unit) to Stop .
Else - Actions
Grenade
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bomb
Actions
Special Effect - Create a special effect at (Target point of ability being cast) using NewGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 400.00 of (Target point of ability being cast) matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True).) and do (Actions)
Loop - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 1200.00 damage of attack type Spells and damage type Normal
SignalFlare
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to SignalFlare Cast
Actions
Unit - Create 1 . SignalFlare for (Owner of (Casting unit)) at (Random point in (Entire map)) facing Default building facing degrees
Set Variable Set Create_Unit[1] = (Last created unit)
Set Variable Set Location[1] = (Target point of ability being cast)
Unit - Add a 20.00 second Generic expiration timer to Create_Unit[1]
Unit - Order Create_Unit[1] to Neutral Tinker - Cluster Rockets . Location[1]
IGM
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to IGM
Actions
Unit - Kill (Casting unit)
IGM Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to IGM
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using NewMassiveEX.mdx
Set Variable Set Effect[3] = (Last created special effect)
Unit Group - Pick every unit in (Units within 500.00 of (Position of (Dying unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True).) and do (Actions)
Loop - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 1800.00 damage of attack type Spells and damage type Normal
Wait 10.00 seconds
Special Effect - Destroy Effect[3]
IGM Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to IGM Rockket
Actions
Unit - Create 1 . IGM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
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