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(
idList.put(
idList.put(
idList.put(
idList.put(
idList.put(
idList.put(
idList.put(
idList.put(
idList.put(
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 ) ,
for int i = 0 to 10
createUnit( Player( 10 ) ,
for int i = 0 to 10
createUnit( Player( 9 ) ,
for int i = 0 to 10
createUnit( Player( 8 ) ,
createUnit( Player( 8 ) ,
for int i = 0 to 10
createUnit( Player( 8 ) ,
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( ) ) ==
return false
return true
function diseaseAction( )
GetEnteringUnit( ) .addEffect( "war3mapImported\\FirstAidBackpack_ByEpsilon.mdx" , "chest" )
function diseaseLoopAction( )
for unit enemy from GetUnitsOfPlayerAndTypeId( Player( PLAYER_NEUTRAL_AGGRESSIVE) ,
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(
createItem(
createItem(
createItem(
createItem(
end)
doAfter( 5 , ( ) -> begin
createItem(
createItem(
createItem(
end)
doAfter( 1500 , ( ) -> begin
for unit enemy from GetUnitsOfPlayerAndTypeId( Player( PLAYER_NEUTRAL_AGGRESSIVE) ,
enemy.issuePointOrder( "attack" , gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint( ) )
for unit enemy from GetUnitsOfPlayerAndTypeId( Player( PLAYER_NEUTRAL_AGGRESSIVE) ,
enemy.issuePointOrder( "attack" , gg_rct_Attack_Move_Hostile_Reinforcements_Arrive.randomPoint( ) )
for unit enemy from GetUnitsOfPlayerAndTypeId( Player( PLAYER_NEUTRAL_AGGRESSIVE) ,
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(
createItem(
createItem(
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: