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<pre class="jasscode"><span class="style_keyword">package</span> Movement <span class="style_keyword">function</span> noStuckCond()returns <span class="style_type">boolean</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">0</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">1</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">2</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">3</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">4</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">5</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">6</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">7</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">8</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">9</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">10</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">11</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(PLAYER_NEUTRAL_PASSIVE) ) ) return <span class="style_keyword">false</span> return <span class="style_keyword">true</span> <span class="style_keyword">function</span> noStuckAction() <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsInRectOfPlayer(gg_rct_Cop_Move_Spawn<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> gg_rct_Attack_Move_Hostile_Reinforcements_Arrive<span class="style_symbol">.</span>randomPoint()) init trigger t <span class="style_symbol">=</span> CreateTrigger( ) TriggerRegisterEnterRectSimple( t<span class="style_symbol">,</span> gg_rct_Helicopter_Arrives ) TriggerRegisterEnterRectSimple( t<span class="style_symbol">,</span> gg_rct_Cop_Move_Spawn ) TriggerAddCondition( t<span class="style_symbol">,</span> Condition( <span class="style_keyword">function</span> noStuckCond ) ) TriggerAddAction( t<span class="style_symbol">,</span> <span class="style_keyword">function</span> noStuckAction ) <span class="style_keyword">package</span> Respawn import HashMap import ClosureTimers HashMap<int<span class="style_symbol">,</span>int> idList <span class="style_symbol">=</span> new HashMap<int<span class="style_symbol">,</span>int>() <span class="style_keyword">function</span> respawn() int id1 <span class="style_symbol">=</span> GetDyingUnit()<span class="style_symbol">.</span>getTypeId() <span class="style_keyword">unit</span> dead <span class="style_symbol">=</span> GetDyingUnit() <span class="style_keyword">if</span> idList<span class="style_symbol">.</span>has(id1) doAfter(<span class="style_int">7</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> createUnit(Player(<span class="style_int">8</span>)<span class="style_symbol">,</span> idList<span class="style_symbol">.</span>get(id1)<span class="style_symbol">,</span> dead<span class="style_symbol">.</span>getPos()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">end</span>) init idList<span class="style_symbol">.</span>put(<span class="style_string">'h00L'</span><span class="style_symbol">,</span> <span class="style_string">'n002'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'h019'</span><span class="style_symbol">,</span> <span class="style_string">'n00H'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'hhes'</span><span class="style_symbol">,</span> <span class="style_string">'n00T'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'z002'</span><span class="style_symbol">,</span> <span class="style_string">'n003'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'z005'</span><span class="style_symbol">,</span> <span class="style_string">'n000'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'z000'</span><span class="style_symbol">,</span> <span class="style_string">'n000'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'z001'</span><span class="style_symbol">,</span> <span class="style_string">'u00A'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'hpea'</span><span class="style_symbol">,</span> <span class="style_string">'n000'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'hrif'</span><span class="style_symbol">,</span> <span class="style_string">'n003'</span>) idList<span class="style_symbol">.</span>put(<span class="style_string">'hfoo'</span><span class="style_symbol">,</span> <span class="style_string">'n002'</span>) trigger t<span class="style_symbol">=</span> CreateTrigger() t<span class="style_symbol">.</span>registerAnyUnitEvent(EVENT_PLAYER_UNIT_DEATH) t<span class="style_symbol">.</span>addAction(<span class="style_keyword">function</span> respawn) <span class="style_keyword">package</span> Spawn import ClosureTimers <span class="style_type">boolean</span> secondSpawn <span class="style_symbol">=</span> <span class="style_keyword">false</span> <span class="style_keyword">function</span> startSpawn () <span class="style_comment">//doAfter(200, ()-> begin</span> doPeriodically(<span class="style_int">10</span><span class="style_symbol">,</span> (CallbackPeriodic cb) <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> DisplayTimedTextToForce( GetPlayersAll()<span class="style_symbol">,</span> <span class="style_int">15</span><span class="style_symbol">.</span><span class="style_int">00</span><span class="style_symbol">,</span> <span class="style_string">"--Wave 1--"</span> ) <span class="style_keyword">for</span> int i <span class="style_symbol">=</span> <span class="style_int">0</span> <span class="style_keyword">to</span> <span class="style_int">10</span> createUnit(Player(<span class="style_int">11</span>)<span class="style_symbol">,</span><span class="style_string">'n002'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">for</span> int i <span class="style_symbol">=</span> <span class="style_int">0</span> <span class="style_keyword">to</span> <span class="style_int">10</span> createUnit(Player(<span class="style_int">10</span>)<span class="style_symbol">,</span><span class="style_string">'u000'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">for</span> int i <span class="style_symbol">=</span> <span class="style_int">0</span> <span class="style_keyword">to</span> <span class="style_int">10</span> createUnit(Player(<span class="style_int">9</span>)<span class="style_symbol">,</span><span class="style_string">'n003'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">for</span> int i <span class="style_symbol">=</span> <span class="style_int">0</span> <span class="style_keyword">to</span> <span class="style_int">10</span> createUnit(Player(<span class="style_int">8</span>)<span class="style_symbol">,</span><span class="style_string">'u002'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) createUnit(Player(<span class="style_int">8</span>)<span class="style_symbol">,</span><span class="style_string">'u003'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">for</span> int i <span class="style_symbol">=</span> <span class="style_int">0</span> <span class="style_keyword">to</span> <span class="style_int">10</span> createUnit(Player(<span class="style_int">8</span>)<span class="style_symbol">,</span><span class="style_string">'u004'</span><span class="style_symbol">,</span>gg_rct_Graveyard_Spawns_and_move<span class="style_symbol">.</span>randomPoint()<span class="style_symbol">,</span> angle(<span class="style_int">0</span>)) <span class="style_keyword">end</span>) init getTimer()<span class="style_symbol">.</span>start( <span class="style_int">0</span><span class="style_symbol">.</span><span class="style_int">010</span><span class="style_symbol">,</span> <span class="style_keyword">function</span> startSpawn ) <span class="style_keyword">package</span> AntiStuck import ClosureTimers <span class="style_keyword">function</span> noStuckCond() returns <span class="style_type">boolean</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">0</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">1</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">2</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">3</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">4</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">5</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">6</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(<span class="style_int">7</span>) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(PLAYER_NEUTRAL_AGGRESSIVE) ) ) return <span class="style_keyword">false</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetOwningPlayer(GetEnteringUnit()) <span class="style_symbol">!</span><span class="style_symbol">=</span> Player(PLAYER_NEUTRAL_PASSIVE) ) ) return <span class="style_keyword">false</span> return <span class="style_keyword">true</span> <span class="style_keyword">function</span> noStuckAction() doAfter(<span class="style_int">1</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> GetEnteringUnit()<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(<span class="style_int">10</span>)))))<span class="style_symbol">.</span>getPos()) <span class="style_keyword">end</span>) <span class="style_keyword">function</span> callBack() <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAll(Player(<span class="style_int">10</span>)) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(<span class="style_int">10</span>)))))<span class="style_symbol">.</span>getPos()) <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAll(Player(<span class="style_int">8</span>)) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(<span class="style_int">8</span>)))))<span class="style_symbol">.</span>getPos()) <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAll(Player(<span class="style_int">9</span>)) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(<span class="style_int">9</span>)))))<span class="style_symbol">.</span>getPos()) <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAll(Player(<span class="style_int">11</span>)) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> GroupPickRandomUnit(GetUnitsOfPlayerAll(ForcePickRandomPlayer(GetPlayersEnemies(Player(<span class="style_int">11</span>)))))<span class="style_symbol">.</span>getPos()) init <span class="style_symbol">/</span>* trigger s <span class="style_symbol">=</span> CreateTrigger( ) TriggerRegisterEnterRectSimple( s<span class="style_symbol">,</span> GetPlayableMapRect() ) TriggerRegisterTimerEventPeriodic( s<span class="style_symbol">,</span> <span class="style_int">35</span><span class="style_symbol">.</span><span class="style_int">00</span> ) TriggerAddAction( s<span class="style_symbol">,</span> <span class="style_keyword">function</span> callBack ) trigger t <span class="style_symbol">=</span> CreateTrigger( ) TriggerRegisterEnterRectSimple( t<span class="style_symbol">,</span> GetPlayableMapRect() ) TriggerAddCondition( t<span class="style_symbol">,</span> Condition( <span class="style_keyword">function</span> noStuckCond ) ) TriggerAddAction( t<span class="style_symbol">,</span> <span class="style_keyword">function</span> noStuckAction ) *<span class="style_symbol">/</span> <span class="style_keyword">package</span> MedicKit <span class="style_keyword">function</span> diseaseCond() returns <span class="style_type">boolean</span> <span class="style_keyword">if</span> ( <span class="style_keyword">not</span> ( GetUnitTypeId(GetEnteringUnit()) <span class="style_symbol">=</span><span class="style_symbol">=</span> <span class="style_string">'z000'</span> ) <span class="style_keyword">or</span> <span class="style_keyword">not</span> ( GetUnitTypeId(GetEnteringUnit()) <span class="style_symbol">=</span><span class="style_symbol">=</span> <span class="style_string">'H016'</span> ) <span class="style_keyword">or</span> <span class="style_keyword">not</span> ( GetUnitTypeId(GetEnteringUnit()) <span class="style_symbol">=</span><span class="style_symbol">=</span> <span class="style_string">'H017'</span> ) ) return <span class="style_keyword">false</span> return <span class="style_keyword">true</span> <span class="style_keyword">function</span> diseaseAction() GetEnteringUnit()<span class="style_symbol">.</span>addEffect(<span class="style_string">"war3mapImported\\FirstAidBackpack_ByEpsilon.mdx"</span><span class="style_symbol">,</span> <span class="style_string">"chest"</span>) <span class="style_keyword">function</span> diseaseLoopAction() <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> <span class="style_string">'z000'</span>) enemy<span class="style_symbol">.</span>addEffect(<span class="style_string">"war3mapImported\\FirstAidBackpack_ByEpsilon.mdx"</span><span class="style_symbol">,</span> <span class="style_string">"chest"</span>) init <span class="style_comment">//===========================================================================</span> trigger diseased <span class="style_symbol">=</span> CreateTrigger( ) TriggerRegisterEnterRectSimple( diseased<span class="style_symbol">,</span> GetPlayableMapRect() ) TriggerAddCondition( diseased<span class="style_symbol">,</span> Condition( <span class="style_keyword">function</span> diseaseCond ) ) TriggerAddAction( diseased<span class="style_symbol">,</span> <span class="style_keyword">function</span> diseaseAction ) trigger diseaseOnce <span class="style_symbol">=</span> CreateTrigger() TriggerRegisterTimerEventSingle( diseaseOnce<span class="style_symbol">,</span> <span class="style_int">5</span> ) TriggerAddAction( diseaseOnce<span class="style_symbol">,</span> <span class="style_keyword">function</span> diseaseLoopAction ) <span class="style_keyword">package</span> GameInit import ClosureTimers <span class="style_keyword">function</span> start () SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">0</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">1</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">2</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">3</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">4</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">5</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">6</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">7</span>)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) doAfter(<span class="style_int">2</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> createItem(<span class="style_string">'kymn'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'hbth'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'wild'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'wild'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'wild'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">end</span>) doAfter(<span class="style_int">5</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> createItem(<span class="style_string">'ches'</span><span class="style_symbol">,</span> gg_rct_Radio_Spawns<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'tsct'</span><span class="style_symbol">,</span> gg_rct_Generator_Spawns<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'hval'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">end</span>) doAfter(<span class="style_int">1500</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> <span class="style_string">'hrif'</span>) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> gg_rct_Attack_Move_Hostile_Reinforcements_Arrive<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> <span class="style_string">'hfoo'</span>) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> gg_rct_Attack_Move_Hostile_Reinforcements_Arrive<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">for</span> <span class="style_keyword">unit</span> enemy from GetUnitsOfPlayerAndTypeId(Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> <span class="style_string">'h019'</span>) enemy<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"attack"</span><span class="style_symbol">,</span> gg_rct_Attack_Move_Hostile_Reinforcements_Arrive<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">end</span>) doAfter(<span class="style_int">6</span><span class="style_symbol">.</span><span class="style_int">5</span><span class="style_symbol">,</span> () <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">8</span>)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">9</span>)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">10</span>)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> Player(<span class="style_int">11</span>)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(<span class="style_int">11</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(<span class="style_int">10</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(<span class="style_int">9</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(<span class="style_int">8</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_UNALLIED ) SetPlayerAllianceStateBJ( Player(<span class="style_int">0</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">1</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">2</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">3</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">4</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">5</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">6</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) SetPlayerAllianceStateBJ( Player(<span class="style_int">7</span>)<span class="style_symbol">,</span> Player(PLAYER_NEUTRAL_AGGRESSIVE)<span class="style_symbol">,</span> bj_ALLIANCE_ALLIED_VISION ) <span class="style_keyword">end</span>) doPeriodically(<span class="style_int">19</span><span class="style_symbol">,</span> (CallbackPeriodic cb) <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> gg_unit_n007_0031<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_Upper_Move<span class="style_symbol">.</span>randomPoint()) gg_unit_n007_0042<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_City_farm_move<span class="style_symbol">.</span>randomPoint()) gg_unit_o000_0035<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_Forest_move<span class="style_symbol">.</span>randomPoint()) gg_unit_o000_0041<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_City_farm_move<span class="style_symbol">.</span>randomPoint()) gg_unit_o000_0037<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_Upper_Move<span class="style_symbol">.</span>randomPoint()) gg_unit_h00H_0028<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_Forest_move<span class="style_symbol">.</span>randomPoint()) gg_unit_h00H_0029<span class="style_symbol">.</span>issuePointOrder(<span class="style_string">"move"</span><span class="style_symbol">,</span> gg_rct_City_farm_move<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">end</span>) doPeriodically(<span class="style_int">19</span><span class="style_symbol">,</span> (CallbackPeriodic cb) <span class="style_symbol">-</span>> <span class="style_keyword">begin</span> createItem(<span class="style_string">'gold'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'gold'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) createItem(<span class="style_string">'lmbr'</span><span class="style_symbol">,</span> GetPlayableMapRect()<span class="style_symbol">.</span>randomPoint()) <span class="style_keyword">end</span>) print(<span class="style_string">"|cffFF9421[100%] |r- Initializing Zombie Defense"</span>) init print(<span class="style_string">"|cffFF9421[0%] |r- Initializing Zombie Defense"</span>) getTimer()<span class="style_symbol">.</span>start( <span class="style_int">0</span><span class="style_symbol">.</span><span class="style_int">010</span><span class="style_symbol">,</span> <span class="style_keyword">function</span> start ) </pre>
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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 )