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Triggers
Zombie Invation.w3x
Variables
Left the game
L1
Income
Income
Players Respawn
Spawn Vampire
Spawn Players
Win
Human wins 2
M
Zombie Wins
Quest
Human Quest
Zombie Quest
Level up
M1
lvl up
lvl up 2
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
L1
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of (Triggering player)) + |cfff00000 has left the game.|r)
Income
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 2 to Player 11 (Dark Green) . Current gold
Player - Add 2 to Player 12 (Brown) . Current gold
Spawn Vampire
Events
Map initialization
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: Zombie Dog has |cff7777aaReveal, Chain Lightning, Critical Strike, Avatar.|r
Game - Display to Player Group - Player 11 (Dark Green) the text: Zombie Dog has |cff7777aaReveal, Chain Lightning, Critical Strike, Avatar.|r
Sound - Play (Last played sound)
Wait 60.00 game-time seconds
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Create 1.Zombie Dog for Player 11 (Dark Green) at (Center of Zombie_Respawn <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Create 1.Zombie Dog for Player 12 (Brown) at (Center of Zombie_Respawn <gen>) facing Default building facing degrees) else do (Do nothing)
Special Effect - Create a special effect at (Center of Zombie_Respawn <gen>) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
Player Group - Add Player 12 (Brown) to Player Group - Player 12 (Brown)
Player Group - Add Player 11 (Dark Green) to Player Group - Player 11 (Dark Green)
Game - Display to (All players) the text: The Zombies has Respawn.
Spawn Players
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 1 (Red) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 2 (Blue) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 3 (Teal) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 4 (Purple) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 5 (Yellow) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 6 (Orange) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 7 (Green) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 8 (Pink) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 9 (Gray) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Create 1 Peasant for Player 10 (Light Blue) at (Random point in Player_Raspawn <gen>) facing (Position of Footman 0017 <gen>)) else do (Do nothing)
Wait 15.00 game-time seconds
Game - Display to (All players) the text: Wall yourselves in with structures for protection from the |cfff00000Zombies|r. Be sure to get your defenses up early.
Human wins 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zombie Dog
(Number of living Zombie Dog units owned by Player 11 (Dark Green)) Equal to 0
(Number of living Zombie Dog units owned by Player 12 (Brown)) Equal to 0
Actions
Game - Display to (All players) the text: Zombie has been defeated.
Wait 15.00 seconds
Game - Defeat Player 12 (Brown) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
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 - Defeat Player 5 (Yellow) with the message: Defeat!
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)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
M
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Zombie will respawn in 60 Seconds.
Wait 3.00 seconds
Game - Display to (All players) the text: Zombies income2 Gold per seconds.
Wait 50.00 seconds
Game - Display to (All players) the text: Zombies will respawn in 10 seconds.
Zombie Wins
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Peasant
(Number of living Peasant units owned by Player 1 (Red)) Equal to 0
(Number of living Peasant units owned by Player 2 (Blue)) Equal to 0
(Number of living Peasant units owned by Player 3 (Teal)) Equal to 0
(Number of living Peasant units owned by Player 4 (Purple)) Equal to 0
(Number of living Peasant units owned by Player 5 (Yellow)) Equal to 0
(Number of living Peasant units owned by Player 6 (Orange)) Equal to 0
(Number of living Peasant units owned by Player 7 (Green)) Equal to 0
(Number of living Peasant units owned by Player 8 (Pink)) Equal to 0
(Number of living Peasant units owned by Player 9 (Gray)) Equal to 0
(Number of living Peasant units owned by Player 10 (Light Blue)) Equal to 0
Actions
Wait 1.00 seconds
Game - Display to (All players) the text: The world is doomed...
Game - Display to (All players) the text: The game will end in 15 Seconds.
Sound - Play (Last played sound)
Environment - Set fog to style Linear , z-start 1000.00 , z-end 8000 , density 0.00 and color ( 100 %, 0.00 %, 0.00 %)
Wait 14.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Human Quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Human Quest with the description -Build your army and a base.-Kill all Zombies to win the game. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Display to (All players) the Quest Update message: |cff7777aaF9 to see Main Quest.|r
Zombie Quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Zombie Quest with the description -Kill all Humans-Buy some items , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
M1
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Game - Display to (All players) the text: |cff7777aaFor human heroes, patrol to the level up place.|r
lvl up
Events
Unit - A unit enters Level_up <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Marine
Actions
Hero - Set (Triggering unit) Hero-level to ((Hero level of (Triggering unit)) + 1) , Hide level-up graphics
Trigger - Run lvl_up_2 <gen> (ignoring conditions)
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