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Triggers
Zombie-Infection.Delta.1.7.w3x
Variables
Initialization
Anti Double equip
Rename
Explosion
Anti Tk Backup
Zombie Victory
Human Defeat2
Set Variables 1
Human Victory Zombie defeat
Bounty
Betrayal
Objective text
Quests
Infection
Zombifie
Zombie control
A gunshop
Parasite Test
Infected test
Infected test Copy
A gunshop Copy
Human Commands
stat command
clear screen
Admin Mode
Admin activate
Sup
Enemy Log
Parasite
Infected
Dasher
Big One
Spitter
Zombie Income
Zombie income
Lives
I)eath2u4me note!
leavers
leaves game
Player Animations
Gun Copy
Gun Copy Copy 2
GRENADE
Gun Copy Copy 3
Gun Copy Copy
Gun Copy Copy Copy
Unused
Unused
Unused Copy
Unused Copy 2
Unused Copy 3
Unused Copy 4
Unused Copy 5
Unused Copy 6
Unused Copy 6 Copy
Unused Copy 6 Copy 2
Unused Copy 6 Copy 3
Zombie unused
Name
Type
is_array
initial_value
Humans
force
Yes
Force01
HumansAlive
group
No
Zombie
unitcode
No
h000
Zombies
group
Yes
Anti Double equip
Events
Unit - A unit Starts the effect of an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Not equal to Grenade Launcher Attachment
(Unit-type of (Casting unit)) Equal to Player (Hammer)
(Unit-type of (Casting unit)) Equal to Player AK47
(Unit-type of (Casting unit)) Equal to Player Axe
(Unit-type of (Casting unit)) Equal to Player Flamethrower
(Unit-type of (Casting unit)) Equal to Player M-468
(Unit-type of (Casting unit)) Equal to Player Pistol
(Unit-type of (Casting unit)) Equal to Player Rifle
(Unit-type of (Casting unit)) Equal to Player berret M110 sniper
Actions
Unit - Pause (Casting unit)
Unit - Order (Casting unit) to Stop .
Unit - Unpause (Casting unit)
Rename
Events
Player - Player 1 (Red) types a chat message containing -Rename (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Player - Set name of (Triggering player) to (Matched chat string)
Explosion
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Mine
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using war3mapImported\NewDirtEXNofire.mdx
Anti Tk Backup
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
(Percentage life of (Attacked unit)) Less than or equal to 50.00
((Attacked unit) is A structure) Equal to False
((Owner of (Attacked unit)) controller) Equal to (Player 12 (Brown) controller)
((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
(Color of (Owner of (Attacked unit))) Not equal to Blue
Actions
Game - Display to (All players) the text: Dont Teamkill People
Unit - Kill (Attacking unit)
Zombie Victory
Events
Time - Every 10.00 seconds of game time
Unit - A unit Dies
Conditions
(Number of units in HumansAlive) Equal to 0
Actions
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Human Defeat2
Events
Unit - A unit Dies
Time - Every 30.00 seconds of game time
Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Player
(Unit-type of (Dying unit)) Equal to Player (Hammer)
(Unit-type of (Dying unit)) Equal to Player AK47
(Unit-type of (Dying unit)) Equal to Player Axe
(Unit-type of (Dying unit)) Equal to Player Flamethrower
(Unit-type of (Dying unit)) Equal to Player M-468
(Unit-type of (Dying unit)) Equal to Player Pistol
(Unit-type of (Dying unit)) Equal to Player Rifle
(Unit-type of (Dying unit)) Equal to Player berret M110 sniper
Actions
Unit Group - Remove (Dying unit) from HumansAlive .
Game - Display to (All players) the text: (((Name of (Owner of (Dying unit))) + has died! There are only ) + ((String((Number of units in HumansAlive))) + players alive! TRY NOT TO DIE!))
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Remove (Picked unit) from the game)
Player - Make Player 1 (Red) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 7 (Green) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Neutral with shared vision
Player - Make Player 11 (Dark Green) treat (Owner of (Dying unit)) as an Neutral with shared vision
Set Variables 1
Events
Map initialization
Conditions
Actions
Unit Group - Add Player 0150 <gen> to HumansAlive
Unit Group - Add Player 0149 <gen> to HumansAlive
Unit Group - Add Player 0134 <gen> to HumansAlive
Unit Group - Add Player 0142 <gen> to HumansAlive
Unit Group - Add Player 0143 <gen> to HumansAlive
Unit Group - Add Player 0144 <gen> to HumansAlive
Unit Group - Add Player 0148 <gen> to HumansAlive
Unit Group - Add Player 0145 <gen> to HumansAlive
Unit Group - Add Player 0146 <gen> to HumansAlive
Unit Group - Add Player 0147 <gen> to HumansAlive
Human Victory Zombie defeat
Events
Unit - A unit Dies
Time - Every 30.00 seconds of game time
Conditions
And - All (Conditions) are true
Conditions
(Number of units in (Units of type Parasite)) Equal to 0
(Number of units in (Units of type Infected (Normal))) Equal to 0
(Number of units in (Units of type Dasher)) Equal to 0
(Number of units in (Units of type Big one)) Equal to 0
(Number of units in (Units of type Spitter)) Equal to 0
(Number of units in (Units of type Stalker)) Equal to 0
(Number of units in (Units of type Safe-Box)) Equal to 0
Actions
Game - Defeat Player 12 (Brown) with the message: You have lost
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Bounty
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 12 (Brown)
Actions
Player - Add 5 to (Owner of (Killing unit)) . Current gold
Betrayal
Events
Unit - A unit Is attacked
Conditions
(Color of (Owner of (Attacked unit))) Equal to (Color of Player 2 (Blue))
Actions
Player - Make Player 2 (Blue) treat (Owner of (Attacking unit)) as an Enemy
Player - Make (Owner of (Attacking unit)) treat Player 2 (Blue) as an Enemy
Objective text
Events
Map initialization
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: Upgrade your attack and take over the facility
Game - Display to (All allies of Player 1 (Red).) the text: Kill all traces of infection, or run and hide: its your choice really!
Quests
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Quest - Create a Optional quest titled Credits with the description Triggers: 1)arkdemonCity-Terrain: 1)arkdemonModels: Hive WorkshopIdea: 1)arkdemonHelper: I)eath2u4meInspired by: Zombie Simulation on the internet , using icon path ReplaceableTextures\CommandButtons\BTNHire.blp
Quest - Create a Required quest titled Corrupted! with the description Well There is bad news. version 0.9 has been corrupted. yes I will be puting people in credits who help me find all of the corrupted triggers. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Required quest titled Commands with the description You can type one of the following commands. In parenthesis is what each command does. In quotes is what you type, without the quotes.----------------------------------------"-cs" (Clears screen of game-generated text.)"-stats" (Shows player stats for a lot of things.) , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Required quest titled Zombie Survival Guide with the description Tip one: Teamwork: Work together with your allys to gather weapons and barricadesTip two: Run from zombies in numbers larger than 5 when only using a melee weaponTip three: You can go to the military base where there are lots of guns, but that is the zombies start location. Be carefull!Tip Four: Please, do not try and "Be a Hero." That will get you killed. But, if you decided to be a lone wolf, I recommened body armor, health kits, and a really good weapon. , using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
Quest - Create a Optional quest titled Guide for Dumbshits with the description Tip one: Don't attack team 2 (police and civilians) this also includes baracadesTip two: Run from zombies.Tip three: Don't attack your team mates , using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
Quest - Create a Required quest titled Biomind Guide with the description Tip one: when starting break out of your cage, but don't try and break through the front door or the marines will kill your zombies for sure. The best way out is to find the secret escape way and make a way out.Tip two: Evolve your zombies at the evolution path in the top right. Tip three: try to gather your zombies before attacking a group of players baracaded , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Optional quest titled Zombie Encounters Info with the description If you attack an infected or bio creature you will get a questlog explaining its features , using icon path ReplaceableTextures\CommandButtons\BTNAbomination.blp
Quest - Create a Optional quest titled Vincio with the description RatingsCity name: VincioProtection: HighDescription: The City of Vincio: Vinco, the most iconic city since new york. Built in 2013 it has a big lake, and a lot of police officers ready, doesint it just make you feel cozy. , using icon path ReplaceableTextures\CommandButtons\BTNStaffOfSanctuary.blp
Quest - Create a Optional quest titled Marvia with the description RatingsCityname: MarviaProtection: NormalDiscription: The city of Marvia, a great city built in 2015. It features some of the best in the worlds pie baked.Junkyard: this city may have great foods, but it does have a stinky junkyard. , using icon path ReplaceableTextures\CommandButtons\BTNStaffOfTeleportation.blp
Zombifie
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
((Killing unit) is Undead) Equal to True
((Dying unit) is Undead) Equal to False
((Dying unit) is Mechanical) Equal to False
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Unit - Create 1 . Infected (Normal) for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
A gunshop
Events
Player - Player 12 (Brown) types a chat message containing P: Attack the Gunshop in Vincio (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units of type Parasite) and do (Order (Picked unit) to Attack-Move To.(Random point in Region_000 <gen>))
Parasite Test
Events
Player - Player 1 (Red) types a chat message containing P: Attack (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units of type Parasite) and do (Order (Picked unit) to Attack-Move To.(Position of Parasite 0373 <gen>))
Infected test
Events
Player - Player 1 (Red) types a chat message containing I: Attack (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Order (Units of type Infected (Normal)) to Attack-Move To . (Rally-Point of Infected 0365 <gen> as a point)
Unit Group - Order (Units of type Infected (Normal)) to Attack-Move To . (Rally-Point of Infected 0365 <gen> as a point)
Infected test Copy
Events
Player - Player 1 (Red) types a chat message containing I: Attack (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Order (Units of type Infected (Normal)) to Attack-Move To . (Rally-Point of Infected 0365 <gen> as a point)
Unit Group - Order (Units of type Infected (Normal)) to Attack-Move To . (Rally-Point of Infected 0365 <gen> as a point)
A gunshop Copy
Events
Player - Player 12 (Brown) types a chat message containing P: Attack the Gunshop in Marvia (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Order (Units of type Parasite) to Attack-Move To . (Random point in Region_001 <gen>)
stat command
Events
Player - Player 1 (Red) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -stats (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + , Here's Your Stats:)
Game - Display to (All players) the text: (|cFF00C000Units Alive: |r + (String((Count non-structure units controlled by (Triggering player) (Exclude incomplete units)))))
Game - Display to (All players) the text: (|cFFFF0000Units Killed: |r + (String(((Triggering player) Units Killed))))
Game - Display to (All players) the text: (|cFF804000Buildings Built: |r + (String(((Triggering player) Structures Built))))
Game - Display to (All players) the text: (|cFFFF8000Structures razed: |r + (String(((Triggering player) Structures Razed))))
Game - Display to (All players) the text: (|cFF804000Hero's Killed: |r + (String(((Triggering player) Heroes Killed))))
Game - Display to (All players) the text: (|cFFFFFF00Gold Total: |r + (String(((Triggering player) Gold Mined (Total)))))
Game - Display to (All players) the text: (|cFF008000Lumber Total: |r + (String(((Triggering player) Lumber Harvested))))
Game - Display to (All players) the text: (|cFFFF00FFTotal Score: |r + (String(((Triggering player) Total Overall Score))))
Game - Display to (All players) the text: (|cFF804040Zombie's On Map: |r + ((((String((Number of living Safe-Box units owned by Player 12 (Brown)))) + Infected Zombies, ) + ((String((Number of living Infected (Normal) units owned by Player 12 (Brown)))) + Normal Infected, )) + ((and + (String((Number of living Parasite units owned by Player 12 (Brown))))) + Parasites.)))
clear screen
Events
Player - Player 1 (Red) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -cs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Clear the screen of text messages for (All players) .
Here
Admin activate
Events
Player - Player 1 (Red) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing Password: Dark in Control! (Unexpected type: 'stringnoformat') as An exact match
Conditions
((Name of (Triggering player)) Equal to 1)arkdemon) or ((Name of (Triggering player)) Equal to I)eath2u4me)
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Welcome to your admin throne!)
Trigger - Turn on Sup <gen>
Sup
Events
Player - Player 1 (Red) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing T Quest (Unexpected type: 'stringnoformat') as An exact match
Conditions
((Name of (Triggering player)) Equal to 1)arkdemon) or ((Name of (Triggering player)) Equal to I)eath2u4me)
Actions
Game - Display to (All players) the text: Read the quests!
Game - Display to (All players) the text: Read the quests!
Game - Display to (All players) the text: Read the quests!
Game - Display to (All players) the text: Read the quests!
Game - Display to (All players) the text: Read the quests!
Parasite
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Parasite
Actions
Trigger - Turn off (This trigger)
Game - Display to (All allies of (Owner of (Attacking unit)).) the text: The Parasite has been discovered
Quest - Create a Optional quest titled Parasite with the description Story: The parasite is a bio spawn that may come out of an infected if the zombies decide to evolve in that directionInfo: The parasite may create hives that will produce more parasites providing an infinate loop. Try killing their hives as they give income to the Biomind allowing for a bigger, and badder enemies. , using icon path ReplaceableTextures\CommandButtons\BTNDuneWorm.blp
Infected
Events
Unit - A unit Is attacked
Conditions
((Unit-type of (Attacked unit)) Equal to Safe-Box) or ((Unit-type of (Attacked unit)) Equal to Infected (Normal))
Actions
Trigger - Turn off (This trigger)
Game - Display to (All allies of (Owner of (Attacking unit)).) the text: The Infected has been discovered
Quest - Create a Optional quest titled Infected with the description Story: The Infected where a failed super bio weapon planned to be releaced on enemys of the USA secretly. Yet a devine force saw the evil and decided to show the goverment what torment it might wreak. They where releaced and here we are.Info: The infected start as weaklings yet may evolve depending on the user into bigger biospawns. kill them when in low numbers, but once they get higher in power/#s retreat. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Dasher
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Dasher
Actions
Trigger - Turn off (This trigger)
Game - Display to (All allies of (Owner of (Attacking unit)).) the text: The Dasher has been discovered
Quest - Create a Optional quest titled Dasher with the description Story: The Dashers are an evolved version of the infected built for speed. These creatures are very fast and are usualy used as scouts by the biomindInfo: Do not run from them, they can catch you with ease. The best thing to do is try, and sprint away before the biomind notices, or head on take them down if your heavily armed or in a barricade. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Big One
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Big one
Actions
Trigger - Turn off (This trigger)
Game - Display to (All allies of (Owner of (Attacking unit)).) the text: The Big one has been discovered
Quest - Create a Optional quest titled Big one with the description Story: An evolved version the infected built to be big and strong, but very slow zombie type.Info: These are very slow, if you think you don't have a chance to take them down, retreat from your barricade or spot. , using icon path ReplaceableTextures\CommandButtons\BTNUndeadShrine.blp
Spitter
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Spitter
Actions
Trigger - Turn off (This trigger)
Game - Display to (All allies of (Owner of (Attacking unit)).) the text: The Spitter has been discovered
Quest - Create a Optional quest titled Spitter with the description Story: An evolved version of the infected, now able to spit acid at its foes and Info: They are basicly spitting normal infected, they are able to take out your turrets with ease. Try and kill them before they make it in range of you, or your turrets. , using icon path ReplaceableTextures\CommandButtons\BTNDeathCoil.blp
Zombie income
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: You have gained evolution points
Player - Add 5 to Player 12 (Brown) . Current lumber
Unit Group - Pick every unit in (Units of type Hive) and do (Add 1 to Player 12 (Brown).Current lumber)
Dude, put down some triggers here n stuff that allows players 3 respawns before complete loss of game for them
leaves game
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
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game!)
Gun Copy
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Player M-468
Actions
Animation - Play (Attacking unit) 's Attack Work animation
Gun Copy Copy 2
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Player Rifle
Actions
Animation - Play (Attacking unit) 's Attack Work animation
GRENADE
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Grenade Launcher Attachment
Actions
Animation - Play (Casting unit) 's Attack Work animation
Gun Copy Copy 3
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Player AK47
Actions
Animation - Play (Attacking unit) 's Attack Work animation
Gun Copy Copy
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Player Pistol
Actions
Animation - Play (Attacking unit) 's Attack Work animation
Gun Copy Copy Copy
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Player Flamethrower
Actions
Animation - Play (Attacking unit) 's Attack Work animation
Unused
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) matching ((Player 1 (Red) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) matching ((Player 3 (Teal) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 2
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) matching ((Player 4 (Purple) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 3
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) matching ((Player 5 (Yellow) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 4
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) matching ((Player 6 (Orange) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 5
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green) matching ((Player 7 (Green) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 6
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) matching ((Player 8 (Pink) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 6 Copy
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching ((Player 9 (Gray) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 6 Copy 2
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching ((Player 10 (Light Blue) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Unused Copy 6 Copy 3
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) matching ((Player 11 (Dark Green) slot status) Equal to Is unused).) and do (Remove (Picked unit) from the game)
Zombie unused
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Player 12 (Brown) slot status) Equal to Is unused).) and do (Run Human_Victory_Zombie_defeat <gen> (ignoring conditions))
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