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Triggers
Zombie Invasion v1.1.w3x
Variables
Initialization
Init
With Cinematic
Without Cinematic
Heros
Zombies
Fast Zombie
Mutated Zombie
Abomination
Gargantuan Zombie
Humans
Builder
Swordsman
Zombie Hints
Fast Zombie Hint
Mutated Zombie Hint
Abomination Hint
Gargantuan Zombie Hint
Human Hints
Builder Hint
Swordsman Hint
Zombie Triggers
Infection
Stop Infection
---Roaming---
Roam On
Roam Off
Roaming
Human Triggers
Help
Help Move
Holy Crusade
Misc
Gates
City 1 Open
City 1 Close
City 2 Open
City 2 Close
Royal Gate Open
Royal Gate Close
---------------------------
Dying Player
Quests
The Cave Teleport
Zombie Heal
Human Heal
End
Expiry
King dies
Zombie Master dies
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
helpgroup
group
No
humans
force
No
zombies
force
No
zombietime
timer
No
zombietimerwindow
timerdialog
No
Init
Events
Map initialization
Conditions
Actions
Unit - Pause all units
Unit - Unpause Options 0369 <gen>
Unit - Change color of Circle of Power 0366 <gen> to Green
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Position of Options 0369 <gen>) over 0 seconds)
Camera - Change camera smoothing factor to 10.00
Floating Text - Create floating text that reads Show cinematic at (Center of With_Cinematic <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 100 %, 0.00 %), and 0 % transparency
Floating Text - Create floating text that reads No cinematic at (Center of Without_Cinematic <gen>) with Z offset 0 , using font size 10 , color ( 100.00 %, 0.00 %, 0.00 %), and 0 % transparency
Default melee game initialization for all players
With Cinematic
Events
Unit - A unit enters With_Cinematic <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Options
Actions
Unit - Unpause all units
Trigger - Turn off (This trigger)
Unit - Kill (Entering unit)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 0.00 seconds
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Disable user control for (All players) .
Camera - . Apply . gg_cam_Cinematic_Camera for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera for Player 12 (Brown) over 0 seconds
Game - Set the time of day to 24.00
Game - Set time of day speed to 0.00 % of the default speed
Animation - Play Undead Master 0026 <gen> 's stand channel animation
Unit Group - Pick every unit in (Units in Pick <gen>) and do (Pause (Picked unit))
Player - Set name of Neutral Passive to Villagers
Player - Make Player 1 (Red) treat Neutral Passive as an Enemy
Player - Make Player 2 (Blue) treat Neutral Passive as an Enemy
Player - Make Player 3 (Teal) treat Neutral Passive as an Enemy
Player - Make Player 4 (Purple) treat Neutral Passive as an Enemy
Player - Make Player 10 (Light Blue) treat Neutral Passive as an Enemy
Player - Make Player 11 (Dark Green) treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat Player 1 (Red) as an Enemy
Player - Make Neutral Passive treat Player 2 (Blue) as an Enemy
Player - Make Neutral Passive treat Player 3 (Teal) as an Enemy
Player - Make Neutral Passive treat Player 4 (Purple) as an Enemy
Player - Make Neutral Passive treat Player 10 (Light Blue) as an Enemy
Player - Make Neutral Passive treat Player 11 (Dark Green) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision and shared units
Player Group - Add Player 1 (Red) to zombies
Player Group - Add Player 2 (Blue) to zombies
Player Group - Add Player 3 (Teal) to zombies
Player Group - Add Player 4 (Purple) to zombies
Player Group - Add Player 6 (Orange) to humans
Player Group - Add Player 7 (Green) to humans
Player Group - Add Player 8 (Pink) to humans
Player Group - Add Player 9 (Gray) to humans
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Human_Pickers <gen>) and do (Move (Picked unit) instantly to (Center of Pick_Humans <gen>))
Game - Display to (All players) for 10.00 seconds the text: This is the story that began the infection...Four villagers found delicious fruits along their farm and decided to eat it. Not that they know that is was lured by a great necromancer to make people turn into zombies. After a day they were morphed, and attacked their own house...
Wait 10.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Villager 0064 <gen> named Farmer : Play No sound and display My plants look great! I better tell my fellow farmers about this! . Modify duration: Set to 4.00 seconds and Wait
Unit Group - Pick every unit in (Units in CineZombies <gen>) and do (Order (Picked unit) to Attack.Villager 0064 <gen>)
Wait 3.00 seconds
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.75 seconds
Unit - Replace House 0010 <gen> with a Zombie Lair using The new unit's max life and mana
Unit - Change ownership of (Last replaced unit) to Player 10 (Light Blue) and Change color
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Cinematic_Camera_2 for Player 12 (Brown) over 0 seconds
Game - Display to (All players) for 10.00 seconds the text: The zombies didn't go to infect people yet. The necromancer decided to get a little visit to the farm...He saw the zombies moving to him. He summoned a zombie lair and spoke to them...
Unit - Move Zombie Minion 0059 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0060 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0061 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0062 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Wait 10.00 seconds
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Cinematic - Send transmission to (All players) from Undead Master 0026 <gen> named Undead Master : Play No sound and display Ahhh I see...These farmers have eaten my fruit of infection... . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Undead Master 0026 <gen> named Undead Master : Play No sound and display You all will be my right hand. Now I will summon you to greater zombies and rule this region! HAHAHAHA!!! . Modify duration: Set to 6.00 seconds and Wait
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.00 seconds
Game - Display to (All players) for 10.00 seconds the text: The news spread around the region. Mages have investigated the matter, without any luck. It seems as though they hid their lair...
Wait 5.00 seconds
Player Group - Pick every player in humans and do (Pan camera for (Picked player) to (Position of Circle of Power 0023 <gen>) over 0 seconds)
Player Group - Pick every player in zombies and do (Pan camera for (Picked player) to (Position of Circle of Power 0019 <gen>) over 0 seconds)
Wait 0.01 seconds
Player Group - Pick every player in humans and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Player Group - Pick every player in zombies and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Wait 4.99 seconds
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Unit Group - Pick every unit in (Units in CineZombies2 <gen>) and do (Move (Picked unit) instantly to (Center of Pick_Zombies <gen>))
Wait 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Cinematic - Enable user control for (All players) .
Countdown Timer - Create a timer window for zombietime with title Time Left:
Countdown Timer - Show zombietimerwindow
Countdown Timer - Start zombietime as a One-shot timer that will expire in 2400.00 seconds
Game - Display to zombies the text: |cFFFF0000Choose your class, and corrupt this entire region...|r
Game - Display to humans the text: |cFFFFFF01Choose your class, and lead the people to peace!
Without Cinematic
Events
Unit - A unit enters Without_Cinematic <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Options
Actions
Unit - Unpause all units
Trigger - Turn off (This trigger)
Unit - Kill (Entering unit)
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Game - Set the time of day to 24.00
Game - Set time of day speed to 0.00 % of the default speed
Unit Group - Pick every unit in (Units in Pick <gen>) and do (Pause (Picked unit))
Player - Set name of Neutral Passive to Villagers
Player - Make Player 1 (Red) treat Neutral Passive as an Enemy
Player - Make Player 2 (Blue) treat Neutral Passive as an Enemy
Player - Make Player 3 (Teal) treat Neutral Passive as an Enemy
Player - Make Player 4 (Purple) treat Neutral Passive as an Enemy
Player - Make Player 10 (Light Blue) treat Neutral Passive as an Enemy
Player - Make Player 11 (Dark Green) treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat Player 1 (Red) as an Enemy
Player - Make Neutral Passive treat Player 2 (Blue) as an Enemy
Player - Make Neutral Passive treat Player 3 (Teal) as an Enemy
Player - Make Neutral Passive treat Player 4 (Purple) as an Enemy
Player - Make Neutral Passive treat Player 10 (Light Blue) as an Enemy
Player - Make Neutral Passive treat Player 11 (Dark Green) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision and shared units
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision and shared units
Player Group - Add Player 1 (Red) to zombies
Player Group - Add Player 2 (Blue) to zombies
Player Group - Add Player 3 (Teal) to zombies
Player Group - Add Player 4 (Purple) to zombies
Player Group - Add Player 6 (Orange) to humans
Player Group - Add Player 7 (Green) to humans
Player Group - Add Player 8 (Pink) to humans
Player Group - Add Player 9 (Gray) to humans
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit Group - Pick every unit in (Units in Human_Pickers <gen>) and do (Move (Picked unit) instantly to (Center of Pick_Humans <gen>))
Unit - Replace House 0010 <gen> with a Zombie Lair using The new unit's max life and mana
Unit - Replace Villager 0064 <gen> with a Zombie using The new unit's max life and mana
Player Group - Pick every player in humans and do (Pan camera for (Picked player) to (Position of Circle of Power 0023 <gen>) over 0 seconds)
Player Group - Pick every player in zombies and do (Pan camera for (Picked player) to (Position of Circle of Power 0019 <gen>) over 0 seconds)
Player Group - Pick every player in humans and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Player Group - Pick every player in zombies and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Unit - Move Zombie Minion 0059 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0060 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0061 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit - Move Zombie Minion 0062 <gen> instantly to (Center of CineZombies2 <gen>) , facing (Position of Undead Master 0026 <gen>)
Unit Group - Pick every unit in (Units in CineZombies2 <gen>) and do (Move (Picked unit) instantly to (Center of Pick_Zombies <gen>))
Wait 1.00 seconds
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Countdown Timer - Create a timer window for zombietime with title Time Left:
Countdown Timer - Show zombietimerwindow
Countdown Timer - Start zombietime as a One-shot timer that will expire in 2400.00 seconds
Game - Display to zombies the text: |cFFFF0000Choose your class, and corrupt this entire region...|r
Game - Display to humans the text: |cFFFFFF01Choose your class, and lead the people to peace!
Fast Zombie
Events
Unit - A unit enters Fast_Zombie <gen>
Conditions
((Owner of (Entering unit)) is in zombies.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 Fast Zombie for (Owner of (Entering unit)) at (Center of Zombie_Summon <gen>) facing (Position of Undead Master 0026 <gen>)
Mutated Zombie
Events
Unit - A unit enters Mutated_Zombie <gen>
Conditions
((Owner of (Entering unit)) is in zombies.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 Mutated Zombie for (Owner of (Entering unit)) at (Center of Zombie_Summon <gen>) facing (Position of Undead Master 0026 <gen>)
Abomination
Events
Unit - A unit enters Abomination <gen>
Conditions
((Owner of (Entering unit)) is in zombies.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 Abomination for (Owner of (Entering unit)) at (Center of Zombie_Summon <gen>) facing (Position of Undead Master 0026 <gen>)
Gargantuan Zombie
Events
Unit - A unit enters Gargantuan_Zombie <gen>
Conditions
((Owner of (Entering unit)) is in zombies.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 Gargantuan Zombie for (Owner of (Entering unit)) at (Center of Zombie_Summon <gen>) facing (Position of Undead Master 0026 <gen>)
Builder
Events
Unit - A unit enters Builder <gen>
Conditions
((Owner of (Entering unit)) is in humans.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Player - Set (Owner of (Entering unit)) . Current gold to 1000
Player - Set (Owner of (Entering unit)) . Current lumber to 1000
If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Create 1 Builder for Player 6 (Orange) at (Center of Orange_Spawn <gen>) facing (Position of Child 0088 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Create 1 Builder for Player 7 (Green) at (Center of Green_Spawn <gen>) facing (Position of Villager 0281 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Create 1 Builder for Player 8 (Pink) at (Center of Pink_Spawn <gen>) facing (Position of Villager 0275 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Create 1 Builder for Player 9 (Gray) at (Center of Gray_Spawn <gen>) facing (Position of Villager 0121 <gen>)) else do (Do nothing)
Swordsman
Events
Unit - A unit enters Swordsman <gen>
Conditions
((Owner of (Entering unit)) is in humans.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Create 1 Swordsman for Player 6 (Orange) at (Center of Orange_Spawn <gen>) facing (Position of Child 0088 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Create 1 Swordsman for Player 7 (Green) at (Center of Green_Spawn <gen>) facing (Position of Villager 0281 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Create 1 Swordsman for Player 8 (Pink) at (Center of Pink_Spawn <gen>) facing (Position of Villager 0275 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Create 1 Swordsman for Player 9 (Gray) at (Center of Gray_Spawn <gen>) facing (Position of Villager 0121 <gen>)) else do (Do nothing)
Fast Zombie Hint
Events
Unit - A unit enters Fast_Zombie_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFF0000Fast Zombie:|r Fast and agile, though he can be killed easily. Can master Frenzy.
Mutated Zombie Hint
Events
Unit - A unit enters Mutated_Zombie_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFF0000Mutated Zombie:|r Balanced zombie, Uses a mace for dealing right damage.
Abomination Hint
Events
Unit - A unit enters Abomination_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFF0000Abomination:|r Pretty strong zombie, can hold out well, and deals good attacks but slow attack speed.
Gargantuan Zombie Hint
Events
Unit - A unit enters Gargantuan_Zombie_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFF0000Gargantuan Zombie:|r Strongest zombie, has very high health and damage, although very slow due to it's size. Can master Roar.
Builder Hint
Events
Unit - A unit enters Builder_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFFFF01Builder:|r Can build structures for protection. Can master Building.
Swordsman Hint
Events
Unit - A unit enters Swordsman_Hint <gen>
Conditions
Actions
Unit - Order (Entering unit) to Stop .
Game - Display to (Player group((Owner of (Entering unit)))) the text: |cFFFFFF01Swordsman:|r Has best damage from the humans, can kill zombies with ease. Can master Bladestorm and Blade.
Infection
Events
Unit - A unit Dies
Conditions
((Dying unit) belongs to an enemy of Player 11 (Dark Green).) Equal to True
((Killing unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Human\Banish\BanishTarget.mdl
Wait 2.00 seconds
Special Effect - Destroy (Last created special effect)
If ((Unit-type of (Dying unit)) Equal to Archer) then do (Create 1.Infected Archer for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Town Guard) then do (Create 1.Infected Swordsman for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Royal Guard) then do (Create 1.Infected Swordsman for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Knight) then do (Create 1.Infected Knight for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Peasant) then do (Create 1.Zombie for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Villager (Male 2)) then do (Create 1.Zombie for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Villager (Female)) then do (Create 1.Zombie for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Child (2)) then do (Create 1.Zombie for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Child) then do (Create 1.Zombie for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Kobold) then do (Create 1.Infected Kobold for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Kobold Geomancer) then do (Create 1.Infected Kobold for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Kobold Tunneler) then do (Create 1.Infected Kobold for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Dying unit)) Equal to Kobold Taskmaster) then do (Create 1.Infected Kobold for Player 10 (Light Blue) at (Position of (Dying unit)) facing Default building facing degrees) else do (Do nothing)
Stop Infection
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zombie Lair
Actions
Game - Display to (All players) the text: The Zombie Lair has been destroyed!
Trigger - Turn off Infection <gen>
Roam On
Events
Player - Player 1 (Red) types a chat message containing -roam on (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -roam on (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -roam on (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -roam on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Roaming <gen>
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Game - Display to zombies the text: Roaming is now on. Zombies will automatically move randomly.
Roam Off
Events
Player - Player 1 (Red) types a chat message containing -roam off (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -roam off (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -roam off (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -roam off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Roaming <gen>
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Order (Picked unit) to Stop.)
Game - Display to zombies the text: Roaming is now off. Zombies will not move automatically.
Roaming
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Help Move
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in helpgroup and do (Order (Picked unit) to Attack-Move To.(Center of Zombie_Heal <gen>))
Holy Crusade
Events
Map initialization
Conditions
Actions
Wait 600.00 seconds
Game - Display to (All players) the text: After hearing the news about the infection, a crusade of holy people went to banish the undead.
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Paladin for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Priest for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Priest for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Priest for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Knight for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Unit - Create 1 . Knight for Neutral Passive at (Center of Help <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Zombie_Heal <gen>)
Set Variable Set helpgroup = (Units in Help <gen>)
Trigger - Turn on Help_Move <gen>
City 1 Open
Events
Unit - A unit enters Gate_of_City_1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Destructible - Open City Entrance 0000 <gen>
Trigger - Turn on City_1_Close <gen>
City 1 Close
Events
Unit - A unit leaves Gate_of_City_1 <gen>
Conditions
(Owner of (Leaving unit)) Equal to Player 6 (Orange)
(Owner of (Leaving unit)) Equal to Player 7 (Green)
(Owner of (Leaving unit)) Equal to Player 8 (Pink)
(Owner of (Leaving unit)) Equal to Player 9 (Gray)
Actions
Destructible - Close City Entrance 0000 <gen>
Trigger - Turn off (This trigger)
City 2 Open
Events
Unit - A unit enters Gate_of_City_2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Destructible - Open City Entrance 0002 <gen>
Trigger - Turn on City_2_Close <gen>
City 2 Close
Events
Unit - A unit leaves Gate_of_City_2 <gen>
Conditions
(Owner of (Leaving unit)) Equal to Player 6 (Orange)
(Owner of (Leaving unit)) Equal to Player 7 (Green)
(Owner of (Leaving unit)) Equal to Player 8 (Pink)
(Owner of (Leaving unit)) Equal to Player 9 (Gray)
Actions
Destructible - Close City Entrance 0002 <gen>
Trigger - Turn off (This trigger)
Royal Gate Open
Events
Unit - A unit enters Royal_Gate <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Destructible - Open Gate 1165 <gen>
Trigger - Turn on Royal_Gate_Close <gen>
Royal Gate Close
Events
Unit - A unit leaves Royal_Gate <gen>
Conditions
(Owner of (Leaving unit)) Equal to Player 6 (Orange)
(Owner of (Leaving unit)) Equal to Player 7 (Green)
(Owner of (Leaving unit)) Equal to Player 8 (Pink)
(Owner of (Leaving unit)) Equal to Player 9 (Gray)
Actions
Destructible - Close Gate 1165 <gen>
Trigger - Turn off (This trigger)
Dying Player
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Dying unit)) + ((, unit of + (Name of (Owner of (Dying unit)))) + has been killed!))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility across (Playable map area)
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Kill (Dying unit))
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Zombies with the description If you are one of the Zombies, then your goal is to kill the king and protect the zombie master and lair. If the lair is destroyed you cannot infect because you are weakened. If the zombie master is killed you'll die and lose the game. Infecting villagers could be a good way to build your army. The city nearby could be a good start. Choose your mastery, then move out. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Required quest titled Humans with the description If you are one of the Villagers, then you have to protect the king and kill the zombie master. For the villagers nearby the zombie start point, try defending it then find a way to escape. Run to the palace, or hide. Builders can have a base for other Villagers, but Swordsman is the best attacker. Do not let ANY city to be unprotected unless you build some forces with a Barracks (Builder). , using icon path ReplaceableTextures\CommandButtons\BTNVillagerMan1.blp
Quest - Create a Required quest titled Guards with the description If you control the guards, then your duty is to struggle the main defense of the cities. The king is the primary struggle, because if he is killed, you will lose. Build quick defenses at all costs, with resource spots at your base. , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Quest - Create a Optional quest titled Healing with the description If you have low health, whether a zombie or a villager, don't worry! We have some healers for you. If you are a zombie, go to the front of the Zombie Master. If you are a villager, go to the front of the priest in the palace. Note that these heals are deactivated 60 seconds after a heal so be patient! , using icon path ReplaceableTextures\CommandButtons\BTNHealOn.blp
Quest - Create a Optional quest titled Tips with the description Some mish-mash tips for winning:- Don't team attack. Uselessly attacking your allies' units could be a fail.- Defend your allies at all costs. If one of your villagers were overrun by all the zombies, then all of you have to defend him.- Work together. If you only mind yourself (Especially Builders) then your allies won't get anywhere. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Building.blp
Quest - Create a Optional quest titled Got Ideas? with the description Help me out! It would be appreciated. PM me at the Hive Workshop (LightofDeath) or Garena+ (sS.LightofDeath) and say to me any ideas that I can do (Please, I'm not pro, send me some basic things only).Also send me mistakes in the map. , using icon path UI\Minimap\MinimapIconCreepLoc2.blp
The Cave Teleport
Events
Unit - A unit enters Cave_Teleport <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 8 (Pink)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Unit - Move (Entering unit) instantly to (Center of Cave_Exit <gen>)
Zombie Heal
Events
Unit - A unit enters Zombie_Heal <gen>
Conditions
((Entering unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
Actions
Unit - Pause (Entering unit)
Special Effect - Create a special effect at (Position of (Entering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Animation - Play Undead Master 0026 <gen> 's attack animation
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit - Set life of (Entering unit) to 100 %
Unit - Unpause (Entering unit)
Animation - Play Undead Master 0026 <gen> 's stand channel animation
Trigger - Turn off (This trigger)
Wait 60.00 seconds
Trigger - Turn on (This trigger)
Human Heal
Events
Unit - A unit enters Human_Heal <gen>
Conditions
((Entering unit) belongs to an ally of Player 5 (Yellow).) Equal to True
Actions
Unit - Pause (Entering unit)
Special Effect - Create a special effect at (Position of (Entering unit)) using Abilities\Spells\Human\Heal\HealTarget.mdl
Animation - Play Priest 0348 <gen> 's attack animation
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit - Set life of (Entering unit) to 100 %
Unit - Unpause (Entering unit)
Animation - Play Priest 0348 <gen> 's stand animation
Trigger - Turn off (This trigger)
Wait 60.00 seconds
Trigger - Turn on (This trigger)
Expiry
Events
Time - zombietime expires
Conditions
Actions
Countdown Timer - Hide zombietimerwindow
Unit - Pause all units
Game - Display to (All players) the text: The zombies cannot kill the king due to the hard work of the guards and villagers. Humans win!
King dies
Events
Unit - The King 0188 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Position of The King 0188 <gen>) over 0 seconds)
Unit - Pause all units
Game - Display to (All players) the text: The king is dead due to the large hordes of zombies. Zombies win!
Zombie Master dies
Events
Unit - Undead Master 0026 <gen> Dies
Conditions
Actions
Special Effect - Create a special effect at (Position of Undead Master 0026 <gen>) using Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Position of Undead Master 0026 <gen>) over 0 seconds)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Kill (Picked unit))
Unit - Pause all units
Game - Display to (All players) the text: (The necromancer who started the infection is now killed by + ((Name of (Owner of (Killing unit))) + . Humans win!))
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