package Movement
function noStuckCond()returns boolean
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(0) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(1) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(2) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(3) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(4) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(5) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(6) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(7) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(8) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(9) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(10) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(11) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(PLAYER_NEUTRAL_PASSIVE) ) )
return false
return true
function noStuckAction()
for unit enemy from GetUnitsInRectOfPlayer(gg_rct_Cop_Move_Spawn, Player(PLAYER_NEUTRAL_AGGRESSIVE))
enemy.issuePointOrder("attack", gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint())
init
trigger t = CreateTrigger( )
TriggerRegisterEnterRectSimple( t, gg_rct_Helicopter_Arrives )
TriggerRegisterEnterRectSimple( t, gg_rct_Cop_Move_Spawn )
TriggerAddCondition( t, Condition( function noStuckCond ) )
TriggerAddAction( t, function noStuckAction )
package Respawn
import HashMap
import ClosureTimers
HashMap<int,int> idList = new HashMap<int,int>()
function respawn()
int id1 = GetDyingUnit().getTypeId()
unit dead = GetDyingUnit()
if idList.has(id1)
doAfter(7, () -> begin
createUnit(Player(8), idList.get(id1), dead.getPos(), angle(0))
end)
init
idList.put('h00L', 'n002')
idList.put('h019', 'n00H')
idList.put('hhes', 'n00T')
idList.put('z002', 'n003')
idList.put('z005', 'n000')
idList.put('z000', 'n000')
idList.put('z001', 'u00A')
idList.put('hpea', 'n000')
idList.put('hrif', 'n003')
idList.put('hfoo', 'n002')
trigger t= CreateTrigger()
t.registerAnyUnitEvent(EVENT_PLAYER_UNIT_DEATH)
t.addAction(function respawn)
package Spawn
import ClosureTimers
boolean secondSpawn = false
function startSpawn ()
//doAfter(200, ()-> begin
doPeriodically(10, (CallbackPeriodic cb) -> begin
DisplayTimedTextToForce( GetPlayersAll(), 15.00, "--Wave 1--" )
for int i = 0 to 10
createUnit(Player(11),'n002',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
for int i = 0 to 10
createUnit(Player(10),'u000',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
for int i = 0 to 10
createUnit(Player(9),'n003',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
for int i = 0 to 10
createUnit(Player(8),'u002',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
createUnit(Player(8),'u003',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
for int i = 0 to 10
createUnit(Player(8),'u004',gg_rct_Graveyard_Spawns_and_move.randomPoint(), angle(0))
end)
init
getTimer().start( 0.010, function startSpawn )
package AntiStuck
import ClosureTimers
function noStuckCond() returns boolean
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(0) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(1) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(2) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(3) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(4) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(5) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(6) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(7) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(PLAYER_NEUTRAL_AGGRESSIVE) ) )
return false
if ( not ( GetOwningPlayer(GetEnteringUnit()) != Player(PLAYER_NEUTRAL_PASSIVE) ) )
return false
return true
function noStuckAction()
doAfter(1, () -> begin
GetEnteringUnit().issuePointOrder("attack", GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(10))))).getPos())
end)
function callBack()
for unit enemy from GetUnitsOfPlayerAll(Player(10))
enemy.issuePointOrder("attack", GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(10))))).getPos())
for unit enemy from GetUnitsOfPlayerAll(Player(8))
enemy.issuePointOrder("attack", GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(8))))).getPos())
for unit enemy from GetUnitsOfPlayerAll(Player(9))
enemy.issuePointOrder("attack", GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(9))))).getPos())
for unit enemy from GetUnitsOfPlayerAll(Player(11))
enemy.issuePointOrder("attack", GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(11))))).getPos())
init
/*
trigger s = CreateTrigger( )
TriggerRegisterEnterRectSimple( s, GetPlayableMapRect() )
TriggerRegisterTimerEventPeriodic( s, 35.00 )
TriggerAddAction( s, function callBack )
trigger t = CreateTrigger( )
TriggerRegisterEnterRectSimple( t, GetPlayableMapRect() )
TriggerAddCondition( t, Condition( function noStuckCond ) )
TriggerAddAction( t, function noStuckAction ) */
package MedicKit
function diseaseCond() returns boolean
if ( not ( GetUnitTypeId(GetEnteringUnit()) == 'z000' ) or not ( GetUnitTypeId(GetEnteringUnit()) == 'H016' ) or not ( GetUnitTypeId(GetEnteringUnit()) == 'H017' ) )
return false
return true
function diseaseAction()
GetEnteringUnit().addEffect("war3mapImported\\FirstAidBackpack_ByEpsilon.mdx", "chest")
function diseaseLoopAction()
for unit enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE), 'z000')
enemy.addEffect("war3mapImported\\FirstAidBackpack_ByEpsilon.mdx", "chest")
init
//===========================================================================
trigger diseased = CreateTrigger( )
TriggerRegisterEnterRectSimple( diseased, GetPlayableMapRect() )
TriggerAddCondition( diseased, Condition( function diseaseCond ) )
TriggerAddAction( diseased, function diseaseAction )
trigger diseaseOnce = CreateTrigger()
TriggerRegisterTimerEventSingle( diseaseOnce, 5 )
TriggerAddAction( diseaseOnce, function diseaseLoopAction )
package GameInit
import ClosureTimers
function start ()
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(0), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(1), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(2), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(3), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(4), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(5), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(6), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(7), bj_ALLIANCE_ALLIED_VISION )
doAfter(2, () -> begin
createItem('kymn', GetPlayableMapRect().randomPoint())
createItem('hbth', GetPlayableMapRect().randomPoint())
createItem('wild', GetPlayableMapRect().randomPoint())
createItem('wild', GetPlayableMapRect().randomPoint())
createItem('wild', GetPlayableMapRect().randomPoint())
end)
doAfter(5, () -> begin
createItem('ches', gg_rct_Radio_Spawns.randomPoint())
createItem('tsct', gg_rct_Generator_Spawns.randomPoint())
createItem('hval', GetPlayableMapRect().randomPoint())
end)
doAfter(1500, () -> begin
for unit enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE), 'hrif')
enemy.issuePointOrder("attack", gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint())
for unit enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE), 'hfoo')
enemy.issuePointOrder("attack", gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint())
for unit enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE), 'h019')
enemy.issuePointOrder("attack", gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint())
end)
doAfter(6.5, () -> begin
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(8), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(9), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(10), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE), Player(11), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(11), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(10), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(9), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(8), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_UNALLIED )
SetPlayerAllianceStateBJ( Player(0), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(1), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(2), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(3), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(4), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(5), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(6), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
SetPlayerAllianceStateBJ( Player(7), Player(PLAYER_NEUTRAL_AGGRESSIVE), bj_ALLIANCE_ALLIED_VISION )
end)
doPeriodically(19, (CallbackPeriodic cb) -> begin
gg_unit_n007_0031.issuePointOrder("move", gg_rct_Upper_Move.randomPoint())
gg_unit_n007_0042.issuePointOrder("move", gg_rct_City_farm_move.randomPoint())
gg_unit_o000_0035.issuePointOrder("move", gg_rct_Forest_move.randomPoint())
gg_unit_o000_0041.issuePointOrder("move", gg_rct_City_farm_move.randomPoint())
gg_unit_o000_0037.issuePointOrder("move", gg_rct_Upper_Move.randomPoint())
gg_unit_h00H_0028.issuePointOrder("move", gg_rct_Forest_move.randomPoint())
gg_unit_h00H_0029.issuePointOrder("move", gg_rct_City_farm_move.randomPoint())
end)
doPeriodically(19, (CallbackPeriodic cb) -> begin
createItem('gold', GetPlayableMapRect().randomPoint())
createItem('gold', GetPlayableMapRect().randomPoint())
createItem('lmbr', GetPlayableMapRect().randomPoint())
end)
print("|cffFF9421[100%] |r- Initializing Zombie Defense")
init
print("|cffFF9421[0%] |r- Initializing Zombie Defense")
getTimer().start( 0.010, function start )
select language
select style
goto line: