AddUnitClass in ScriptPostLoad, stability online
Posted: Sun Jan 24, 2010 3:06 pm
by MetalcoreRancor
Ok, so I had experimented with the design of introducing more units into any given side based on the premise of AddUnitClass during waves, so to spread out the longevity of that Side's usefullness during my zombie map. After play testing this online, everything was solid, until the wave with the working AddUnitClass line came up at wave 15. It caused my friend who was playing to crash, but I remained fine as the host.
I had AddUnitClass working fine for introducing playable characters to Team 1, but again only the host had access to them, so my friend couldn't play them. (I have a fix for this by instead offering the new characters by Point unlock.)
I have enclosed in the following hidden box the entire wave code, with highlighted section of where the crash took place for online.
As you can see I have other AddUnitClass's throughout, and the main issue of this topic is: is there another method to introduce units that would be stable? I think that the only issue could of been the space between the AddUnitClass and the ( in that line of code, but It is a lot of work to package up and upload to test THAT miniscule of a problem, so again the focus of this topic is discussing a method of bringing in more classes for the ai to spawn with during waves, that would be online friendly.
I had AddUnitClass working fine for introducing playable characters to Team 1, but again only the host had access to them, so my friend couldn't play them. (I have a fix for this by instead offering the new characters by Point unlock.)
I have enclosed in the following hidden box the entire wave code, with highlighted section of where the crash took place for online.
Hidden/Spoiler:
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
AllowAISpawn(ALL, false)
AllowAISpawn(IMP, false)
--ScriptCB_SetGameRules("campaign")
ScriptCB_SetNumBots(400)
--ScriptCB_GetAutoAssignTeams(false)
-- ForceHumansOntoTeam1()
--ActivateRegion("spawn1")
MapHideCommandPosts()
--EnableSPHeroRules()
EnableSPScriptedHeroes()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 2000,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
victorious = OnCharacterDeath(
function(character)
if GetNumTeamMembersAlive(ATT) == 0
then
MissionVictory(DEF)
end
end
)
zombify = OnCharacterDeath(
function(player)
SelectCharacterTeam(player, 2)
end
)
AddAIGoal(1, "Deathmatch", 2000)
AddAIGoal(2, "Deathmatch", 2000)
spawnonce = 0
wavetimer = CreateTimer("waves") --1
SetTimerValue(wavetimer, 20)
wavetimer0 = CreateTimer("waves0") --2
SetTimerValue(wavetimer0, 30)
wavetimer9 = CreateTimer("waves9") --3
SetTimerValue(wavetimer9, 30)
wavetimer1 = CreateTimer("waves1") --4
SetTimerValue(wavetimer1, 30)
wavetimer2 = CreateTimer("waves2") --5
SetTimerValue(wavetimer2, 30)
wavetimer3 = CreateTimer("waves3") --6
SetTimerValue(wavetimer3, 30)
wavetimer4 = CreateTimer("waves4") --7
SetTimerValue(wavetimer4, 40)
wavetimer5 = CreateTimer("waves5") --8
SetTimerValue(wavetimer5, 10)
wavetimer6 = CreateTimer("waves6") --9
SetTimerValue(wavetimer6, 40)
wavetimer7 = CreateTimer("waves7") --10
SetTimerValue(wavetimer7, 60)
wavetimer8 = CreateTimer("waves8") --11
SetTimerValue(wavetimer8, 40)
wavetimer8b = CreateTimer("waves8b") --12
SetTimerValue(wavetimer8b, 40)
wavetimer8c = CreateTimer("waves8c") --13
SetTimerValue(wavetimer8c, 40)
wavetimer8d = CreateTimer("waves8d") --14
SetTimerValue(wavetimer8d, 40)
wavetimer8e = CreateTimer("waves8e") --15
SetTimerValue(wavetimer8e, 40)
wavetimer8f = CreateTimer("waves8f") --16
SetTimerValue(wavetimer8f, 40)
wavetimer77 = CreateTimer("waves77") --17
SetTimerValue(wavetimer77, 40)
wavetimer77b = CreateTimer("waves77b") --18
SetTimerValue(wavetimer77b, 60)
wavetimer77c = CreateTimer("waves77c") --19
SetTimerValue(wavetimer77c, 30)
wavetimer77d = CreateTimer("waves77d") --20
SetTimerValue(wavetimer77d, 30)
wavetimer77e = CreateTimer("waves77e") --21
SetTimerValue(wavetimer77e, 60)
wavetimer77n = CreateTimer("waves77n") --22
SetTimerValue(wavetimer77n, 30)
wavetimer10 = CreateTimer("waves10") --23
SetTimerValue(wavetimer10, 60)
wavetimer11 = CreateTimer("waves11") --24
SetTimerValue(wavetimer11, 25)
wavetimer12 = CreateTimer("waves12") --25
SetTimerValue(wavetimer12, 30)
wavetimer13 = CreateTimer("waves13") --26
SetTimerValue(wavetimer13, 30)
wavetimer14 = CreateTimer("waves14") --27
SetTimerValue(wavetimer14, 30)
wavetimer15 = CreateTimer("waves15") --28
SetTimerValue(wavetimer15, 30)
wavetimer16 = CreateTimer("waves16") --29
SetTimerValue(wavetimer16, 30)
wavetimer17 = CreateTimer("waves17") --30
SetTimerValue(wavetimer17, 30)
wavetimer18 = CreateTimer("waves18") --31
SetTimerValue(wavetimer18, 60)
firstspawn = OnCharacterSpawn(
function(player)
if GetCharacterTeam(player) == 1 and spawnonce == 0 then
ShowObjectiveTextPopup("level.dea1.zombie1", ATT)
StartTimer(wavetimer)
ShowTimer(nil)
ShowTimer(wavetimer)
ShowMessageText("level.dea1.survive")
spawnonce = 1
end
end
)
--1
wtime0 = OnTimerElapse(
function(timer)
StartTimer(wavetimer0)
ShowTimer(nil)
ShowTimer(wavetimer0)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb
TombStone1 = GetEntityMatrix("neu_bldg_luatomb1")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone1)
DestroyTimer(timer)
end,
wavetimer
)
--2
wtime9 = OnTimerElapse(
function(timer)
StartTimer(wavetimer9)
ShowTimer(nil)
ShowTimer(wavetimer9)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb1
TombStone2 = GetEntityMatrix("neu_bldg_luatomb2")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone2)
DestroyTimer(timer)
end,
wavetimer0
)
--3
wtime1 = OnTimerElapse(
function(timer)
StartTimer(wavetimer1)
ShowTimer(nil)
ShowTimer(wavetimer1)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb2
TombStone3 = GetEntityMatrix("neu_bldg_luatomb3")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone3)
DestroyTimer(timer)
end,
wavetimer9
)
--4
wtime2 = OnTimerElapse(
function(timer)
StartTimer(wavetimer2)
ShowTimer(nil)
ShowTimer(wavetimer2)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb3
TombStone4 = GetEntityMatrix("neu_bldg_luatomb4")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone4)
DestroyTimer(timer)
end,
wavetimer1
)
--5
wtime3 = OnTimerElapse(
function(timer)
StartTimer(wavetimer3)
ShowTimer(nil)
ShowTimer(wavetimer3)
ShowMessageText("level.dea1.zombie")
AddUnitClass(6, "dum_inf_nomnom", 40, 60)
AddUnitClass(6, "dum_inf_pigzombie", 20, 30)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb4
TombStone5 = GetEntityMatrix("neu_bldg_luatomb5")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone5)
DestroyTimer(timer)
end,
wavetimer2
)
--6
wtime4 = OnTimerElapse(
function(timer)
StartTimer(wavetimer4)
ShowTimer(nil)
ShowTimer(wavetimer4)
ShowMessageText("level.dea1.zombie")
ShowMessageText("level.dea1.commando")
AddUnitClass(ALL, "hnt_inf_hunter_commando",1,2)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb5
TombStone6 = GetEntityMatrix("neu_bldg_luatomb6")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone6)
DestroyTimer(timer)
end,
wavetimer3
)
--7
wtime5 = OnTimerElapse(
function(timer)
StartTimer(wavetimer5)
ShowTimer(nil)
ShowTimer(wavetimer5)
ShowMessageText("level.dea1.zombie")
AddUnitClass(6, "dum_inf_juggernaught", 40, 60)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb6
TombStone7 = GetEntityMatrix("neu_bldg_luatomb7")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone7)
DestroyTimer(timer)
end,
wavetimer4
)
--8
wtime6 = OnTimerElapse(
function(timer)
StartTimer(wavetimer6)
ShowTimer(nil)
ShowTimer(wavetimer6)
--ShowObjectiveTextPopup("level.dea1.boss", ATT)
ShowMessageText("level.dea1.anger")
--SetClassProperty("zom_inf_achmed", "MaxHealth", 200000)
Ambush("CP1Spawn", 1, 5)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
DestroyTimer(timer) --neu_bldg_luatomb7
TombStone8 = GetEntityMatrix("neu_bldg_luatomb8")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone8)
end,
wavetimer5
)
--9
wtime7 = OnTimerElapse(
function(timer)
StartTimer(wavetimer7)
ShowTimer(nil)
ShowTimer(wavetimer7)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)--neu_bldg_luatomb8
TombStone9 = GetEntityMatrix("neu_bldg_luatomb9")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone9)
DestroyTimer(timer)
end,
wavetimer6
)
--10
wtime8 = OnTimerElapse(
function(timer)
StartTimer(wavetimer8)
ShowTimer(nil)
ShowTimer(wavetimer8)
ShowMessageText("level.dea1.zombie")
ShowMessageText("level.dea1.melee")
AddUnitClass(ALL, "hnt_inf_hunter_melee",1,2)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb9
TombStone10 = GetEntityMatrix("neu_bldg_luatomb10")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone10)
DestroyTimer(timer)
end,
wavetimer7
)
--11
wtime8b = OnTimerElapse(
function(timer)
StartTimer(wavetimer8b)
ShowTimer(nil)
ShowTimer(wavetimer8b)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 6)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb10
TombStone11 = GetEntityMatrix("neu_bldg_luatomb11")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone11)
DestroyTimer(timer)
end,
wavetimer8
)
--12
wtime8c = OnTimerElapse(
function(timer)
StartTimer(wavetimer8c)
ShowTimer(nil)
ShowTimer(wavetimer8c)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 5, 6)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb11
DestroyTimer(timer)
TombStone12 = GetEntityMatrix("neu_bldg_luatomb12")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone12)
end,
wavetimer8b
)
--13
wtime8d = OnTimerElapse(
function(timer)
StartTimer(wavetimer8d)
ShowTimer(nil)
ShowTimer(wavetimer8d)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb12
DestroyTimer(timer)
TombStone13 = GetEntityMatrix("neu_bldg_luatomb13")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone13)
end,
wavetimer8c
)
--14
wtime8e = OnTimerElapse(
function(timer)
StartTimer(wavetimer8e)
ShowTimer(nil)
ShowTimer(wavetimer8e)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb13
DestroyTimer(timer)
TombStone14 = GetEntityMatrix("neu_bldg_luatomb14")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone14)
end,
wavetimer8d
)
--15
wtime8f = OnTimerElapse(
function(timer)
StartTimer(wavetimer8f)
ShowTimer(nil)
ShowTimer(wavetimer8f)
ShowMessageText("level.dea1.zombie")
AddUnitClass (3, "zom_inf_nomnom", 60, 80)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb14
DestroyTimer(timer)
TombStone15 = GetEntityMatrix("neu_bldg_luatomb15")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone15)
end,
wavetimer8e
)
--16
wtime77 = OnTimerElapse(
function(timer)
StartTimer(wavetimer77)
ShowTimer(nil)
ShowTimer(wavetimer77)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb15
DestroyTimer(timer)
TombStone16 = GetEntityMatrix("neu_bldg_luatomb16")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone16)
end,
wavetimer8f
)
--17
wtime77b = OnTimerElapse(
function(timer)
StartTimer(wavetimer77b)
ShowTimer(nil)
ShowTimer(wavetimer77b)
ShowMessageText("level.dea1.anger")
AddUnitClass(4, "zom_inf_juggernaught", 60, 80)
AddUnitClass(4, "zom_inf_insanezombie", 60, 80)
AddUnitClass(5,"zom_inf_undeadwarrior",1,3)
Ambush("CP1Spawn", 1, 4)
Ambush("CP3Spawn", 1, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP3Spawn", 5, 1) --neu_bldg_luatomb16
DestroyTimer(timer)
TombStone17 = GetEntityMatrix("neu_bldg_luatomb17")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone17)
end,
wavetimer77
)
--18
wtime77c = OnTimerElapse(
function(timer)
StartTimer(wavetimer77c)
ShowTimer(nil)
ShowTimer(wavetimer77c)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb17
DestroyTimer(timer)
TombStone18 = GetEntityMatrix("neu_bldg_luatomb18")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone18)
end,
wavetimer77b
)
--19
wtime77d = OnTimerElapse(
function(timer)
StartTimer(wavetimer77d)
ShowTimer(nil)
ShowTimer(wavetimer77d)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb18
DestroyTimer(timer)
TombStone19 = GetEntityMatrix("neu_bldg_luatomb19")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone19)
end,
wavetimer77c
)
--20
wtime77e = OnTimerElapse(
function(timer)
StartTimer(wavetimer77e)
ShowTimer(nil)
ShowTimer(wavetimer77e)
ShowMessageText("level.dea1.anger")
AddUnitClass(5,"zom_inf_BIGRED",1,3)
--SetClassProperty("zom_inf_BIGRED", "MaxHealth", 2500000)
--SetClassProperty("zom_inf_undeadwarrior", "MaxHealth", 2500000)
--SetClassProperty("zom_inf_flesheater", "MaxHealth", 2500000)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP1Spawn", 1, 5)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 4)
elseif zombiehorde == 3 then
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 4)
end --neu_bldg_luatomb19
DestroyTimer(timer)
TombStone20 = GetEntityMatrix("neu_bldg_luatomb20")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone20)
end,
wavetimer77d
)
--21
wtime77n = OnTimerElapse(
function(timer)
StartTimer(wavetimer77n)
ShowTimer(nil)
ShowTimer(wavetimer77n)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb20
DestroyTimer(timer)
TombStone21 = GetEntityMatrix("neu_bldg_luatomb21")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone21)
end,
wavetimer77e
)
--22
wtime10 = OnTimerElapse(
function(timer)
StartTimer(wavetimer10)
ShowTimer(nil)
ShowTimer(wavetimer10)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb21
DestroyTimer(timer)
TombStone22 = GetEntityMatrix("neu_bldg_luatomb22")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone22)
end,
wavetimer77n
)
--23
wtime11 = OnTimerElapse(
function(timer)
StartTimer(wavetimer11)
ShowTimer(nil)
ShowTimer(wavetimer11)
ShowMessageText("level.dea1.anger")
ShowObjectiveTextPopup("level.dea1.boss", ATT)
Ambush("CP2Spawn", 1, 5)
--SetClassProperty("zom_inf_pigzombie", "MaxHealth", 300000)
--SetClassProperty("zom_inf_female", "MaxHealth", 200000)
--SetClassProperty("zom_inf_juggernaught", "MaxHealth", 300000)
--SetClassProperty("zom_inf_nomnom", "MaxHealth", 100000)
--SetClassProperty("zom_inf_martyr", "MaxHealth", 500000)
--SetClassProperty("zom_inf_ghost", "MaxHealth", 100000)
--SetClassProperty("zom_inf_insanezombie", "MaxHealth", 100000)
--SetClassProperty("zom_inf_BIGRED", "MaxHealth", 3000000)
--SetClassProperty("zom_inf_undeadwarrior", "MaxHealth", 3000000)
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 3)
Ambush("CP3Spawn", 5, 6)
Ambush("CP3Spawn", 5, 6)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 6)
zombiehorde = math.random(4)
if zombiehorde == 1 then
Ambush("CP1Spawn", 3, 5)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 5)
Ambush("CP1Spawn", 5, 4)
Ambush("CP2Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
elseif zombiehorde == 3 then
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 1, 5)
elseif zombiehorde == 4 then
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
end --neu_bldg_luatomb22
DestroyTimer(timer)
TombStone23 = GetEntityMatrix("neu_bldg_luatomb23")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone23)
end,
wavetimer10
)
--24
wtime12 = OnTimerElapse(
function(timer)
StartTimer(wavetimer12)
ShowTimer(nil)
ShowTimer(wavetimer12)
ShowMessageText("level.dea1.zombie")
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb23
DestroyTimer(timer)
TombStone24 = GetEntityMatrix("neu_bldg_luatomb24")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone24)
end,
wavetimer11
)
--25
wtime13 = OnTimerElapse(
function(timer)
StartTimer(wavetimer13)
ShowTimer(nil)
ShowTimer(wavetimer13)
ShowMessageText("level.dea1.zombie")
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3) --neu_bldg_luatomb24
DestroyTimer(timer)
TombStone25 = GetEntityMatrix("neu_bldg_luatomb25")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone25)
end,
wavetimer12
)
--26
wtime14 = OnTimerElapse(
function(timer)
StartTimer(wavetimer14)
ShowTimer(nil)
ShowTimer(wavetimer14)
ShowMessageText("level.dea1.anger")
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP1Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP4Spawn", 1, 5)
Ambush("CP1Spawn", 1, 6)
Ambush("CP1Spawn", 1, 6)
Ambush("CP1Spawn", 1, 6)
Ambush("CP4Spawn", 1, 5)
Ambush("CP1Spawn", 1, 6) --neu_bldg_luatomb25
DestroyTimer(timer)
TombStone26 = GetEntityMatrix("neu_bldg_luatomb26")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone26)
end,
wavetimer13
)
--27
wtime15 = OnTimerElapse(
function(timer)
StartTimer(wavetimer15)
ShowTimer(nil)
ShowTimer(wavetimer15)
ShowMessageText("level.dea1.zombie")
AddUnitClass(4,"zom_inf_spawn2", 1, 15)
AddUnitClass (4, "zom_inf_spawn1", 1, 15)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb26
DestroyTimer(timer)
TombStone27 = GetEntityMatrix("neu_bldg_luatomb27")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone27)
end,
wavetimer14
)
--28
wtime16 = OnTimerElapse(
function(timer)
StartTimer(wavetimer16)
ShowTimer(nil)
ShowTimer(wavetimer16)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb27
DestroyTimer(timer)
TombStone28 = GetEntityMatrix("neu_bldg_luatomb28")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone28)
end,
wavetimer15
)
--29
wtime17 = OnTimerElapse(
function(timer)
StartTimer(wavetimer17)
ShowTimer(nil)
ShowTimer(wavetimer17)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb28
DestroyTimer(timer)
TombStone29 = GetEntityMatrix("neu_bldg_luatomb29")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone29)
end,
wavetimer16
)
--30
wtime18 = OnTimerElapse(
function(timer)
StartTimer(wavetimer18)
ShowTimer(nil)
ShowTimer(wavetimer18)
ShowMessageText("level.dea1.anger")
Ambush("CP5Spawn", 1, 5)
Ambush("CP4Spawn", 1, 5)
Ambush("CP3Spawn", 1, 5) --neu_bldg_luatomb29
DestroyTimer(timer)
TombStone30 = GetEntityMatrix("neu_bldg_luatomb30")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone30)
end,
wavetimer17
) --31
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
AllowAISpawn(ALL, false)
AllowAISpawn(IMP, false)
--ScriptCB_SetGameRules("campaign")
ScriptCB_SetNumBots(400)
--ScriptCB_GetAutoAssignTeams(false)
-- ForceHumansOntoTeam1()
--ActivateRegion("spawn1")
MapHideCommandPosts()
--EnableSPHeroRules()
EnableSPScriptedHeroes()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 2000,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
victorious = OnCharacterDeath(
function(character)
if GetNumTeamMembersAlive(ATT) == 0
then
MissionVictory(DEF)
end
end
)
zombify = OnCharacterDeath(
function(player)
SelectCharacterTeam(player, 2)
end
)
AddAIGoal(1, "Deathmatch", 2000)
AddAIGoal(2, "Deathmatch", 2000)
spawnonce = 0
wavetimer = CreateTimer("waves") --1
SetTimerValue(wavetimer, 20)
wavetimer0 = CreateTimer("waves0") --2
SetTimerValue(wavetimer0, 30)
wavetimer9 = CreateTimer("waves9") --3
SetTimerValue(wavetimer9, 30)
wavetimer1 = CreateTimer("waves1") --4
SetTimerValue(wavetimer1, 30)
wavetimer2 = CreateTimer("waves2") --5
SetTimerValue(wavetimer2, 30)
wavetimer3 = CreateTimer("waves3") --6
SetTimerValue(wavetimer3, 30)
wavetimer4 = CreateTimer("waves4") --7
SetTimerValue(wavetimer4, 40)
wavetimer5 = CreateTimer("waves5") --8
SetTimerValue(wavetimer5, 10)
wavetimer6 = CreateTimer("waves6") --9
SetTimerValue(wavetimer6, 40)
wavetimer7 = CreateTimer("waves7") --10
SetTimerValue(wavetimer7, 60)
wavetimer8 = CreateTimer("waves8") --11
SetTimerValue(wavetimer8, 40)
wavetimer8b = CreateTimer("waves8b") --12
SetTimerValue(wavetimer8b, 40)
wavetimer8c = CreateTimer("waves8c") --13
SetTimerValue(wavetimer8c, 40)
wavetimer8d = CreateTimer("waves8d") --14
SetTimerValue(wavetimer8d, 40)
wavetimer8e = CreateTimer("waves8e") --15
SetTimerValue(wavetimer8e, 40)
wavetimer8f = CreateTimer("waves8f") --16
SetTimerValue(wavetimer8f, 40)
wavetimer77 = CreateTimer("waves77") --17
SetTimerValue(wavetimer77, 40)
wavetimer77b = CreateTimer("waves77b") --18
SetTimerValue(wavetimer77b, 60)
wavetimer77c = CreateTimer("waves77c") --19
SetTimerValue(wavetimer77c, 30)
wavetimer77d = CreateTimer("waves77d") --20
SetTimerValue(wavetimer77d, 30)
wavetimer77e = CreateTimer("waves77e") --21
SetTimerValue(wavetimer77e, 60)
wavetimer77n = CreateTimer("waves77n") --22
SetTimerValue(wavetimer77n, 30)
wavetimer10 = CreateTimer("waves10") --23
SetTimerValue(wavetimer10, 60)
wavetimer11 = CreateTimer("waves11") --24
SetTimerValue(wavetimer11, 25)
wavetimer12 = CreateTimer("waves12") --25
SetTimerValue(wavetimer12, 30)
wavetimer13 = CreateTimer("waves13") --26
SetTimerValue(wavetimer13, 30)
wavetimer14 = CreateTimer("waves14") --27
SetTimerValue(wavetimer14, 30)
wavetimer15 = CreateTimer("waves15") --28
SetTimerValue(wavetimer15, 30)
wavetimer16 = CreateTimer("waves16") --29
SetTimerValue(wavetimer16, 30)
wavetimer17 = CreateTimer("waves17") --30
SetTimerValue(wavetimer17, 30)
wavetimer18 = CreateTimer("waves18") --31
SetTimerValue(wavetimer18, 60)
firstspawn = OnCharacterSpawn(
function(player)
if GetCharacterTeam(player) == 1 and spawnonce == 0 then
ShowObjectiveTextPopup("level.dea1.zombie1", ATT)
StartTimer(wavetimer)
ShowTimer(nil)
ShowTimer(wavetimer)
ShowMessageText("level.dea1.survive")
spawnonce = 1
end
end
)
--1
wtime0 = OnTimerElapse(
function(timer)
StartTimer(wavetimer0)
ShowTimer(nil)
ShowTimer(wavetimer0)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb
TombStone1 = GetEntityMatrix("neu_bldg_luatomb1")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone1)
DestroyTimer(timer)
end,
wavetimer
)
--2
wtime9 = OnTimerElapse(
function(timer)
StartTimer(wavetimer9)
ShowTimer(nil)
ShowTimer(wavetimer9)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb1
TombStone2 = GetEntityMatrix("neu_bldg_luatomb2")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone2)
DestroyTimer(timer)
end,
wavetimer0
)
--3
wtime1 = OnTimerElapse(
function(timer)
StartTimer(wavetimer1)
ShowTimer(nil)
ShowTimer(wavetimer1)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb2
TombStone3 = GetEntityMatrix("neu_bldg_luatomb3")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone3)
DestroyTimer(timer)
end,
wavetimer9
)
--4
wtime2 = OnTimerElapse(
function(timer)
StartTimer(wavetimer2)
ShowTimer(nil)
ShowTimer(wavetimer2)
ShowMessageText("level.dea1.zombie")
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb3
TombStone4 = GetEntityMatrix("neu_bldg_luatomb4")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone4)
DestroyTimer(timer)
end,
wavetimer1
)
--5
wtime3 = OnTimerElapse(
function(timer)
StartTimer(wavetimer3)
ShowTimer(nil)
ShowTimer(wavetimer3)
ShowMessageText("level.dea1.zombie")
AddUnitClass(6, "dum_inf_nomnom", 40, 60)
AddUnitClass(6, "dum_inf_pigzombie", 20, 30)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb4
TombStone5 = GetEntityMatrix("neu_bldg_luatomb5")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone5)
DestroyTimer(timer)
end,
wavetimer2
)
--6
wtime4 = OnTimerElapse(
function(timer)
StartTimer(wavetimer4)
ShowTimer(nil)
ShowTimer(wavetimer4)
ShowMessageText("level.dea1.zombie")
ShowMessageText("level.dea1.commando")
AddUnitClass(ALL, "hnt_inf_hunter_commando",1,2)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb5
TombStone6 = GetEntityMatrix("neu_bldg_luatomb6")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone6)
DestroyTimer(timer)
end,
wavetimer3
)
--7
wtime5 = OnTimerElapse(
function(timer)
StartTimer(wavetimer5)
ShowTimer(nil)
ShowTimer(wavetimer5)
ShowMessageText("level.dea1.zombie")
AddUnitClass(6, "dum_inf_juggernaught", 40, 60)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
elseif zombiehorde == 3 then
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
Ambush("CP4Spawn", 2, 6)
end --neu_bldg_luatomb6
TombStone7 = GetEntityMatrix("neu_bldg_luatomb7")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone7)
DestroyTimer(timer)
end,
wavetimer4
)
--8
wtime6 = OnTimerElapse(
function(timer)
StartTimer(wavetimer6)
ShowTimer(nil)
ShowTimer(wavetimer6)
--ShowObjectiveTextPopup("level.dea1.boss", ATT)
ShowMessageText("level.dea1.anger")
--SetClassProperty("zom_inf_achmed", "MaxHealth", 200000)
Ambush("CP1Spawn", 1, 5)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
DestroyTimer(timer) --neu_bldg_luatomb7
TombStone8 = GetEntityMatrix("neu_bldg_luatomb8")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone8)
end,
wavetimer5
)
--9
wtime7 = OnTimerElapse(
function(timer)
StartTimer(wavetimer7)
ShowTimer(nil)
ShowTimer(wavetimer7)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)--neu_bldg_luatomb8
TombStone9 = GetEntityMatrix("neu_bldg_luatomb9")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone9)
DestroyTimer(timer)
end,
wavetimer6
)
--10
wtime8 = OnTimerElapse(
function(timer)
StartTimer(wavetimer8)
ShowTimer(nil)
ShowTimer(wavetimer8)
ShowMessageText("level.dea1.zombie")
ShowMessageText("level.dea1.melee")
AddUnitClass(ALL, "hnt_inf_hunter_melee",1,2)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb9
TombStone10 = GetEntityMatrix("neu_bldg_luatomb10")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone10)
DestroyTimer(timer)
end,
wavetimer7
)
--11
wtime8b = OnTimerElapse(
function(timer)
StartTimer(wavetimer8b)
ShowTimer(nil)
ShowTimer(wavetimer8b)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 6)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP4Spawn", 3, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb10
TombStone11 = GetEntityMatrix("neu_bldg_luatomb11")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone11)
DestroyTimer(timer)
end,
wavetimer8
)
--12
wtime8c = OnTimerElapse(
function(timer)
StartTimer(wavetimer8c)
ShowTimer(nil)
ShowTimer(wavetimer8c)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 5, 6)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb11
DestroyTimer(timer)
TombStone12 = GetEntityMatrix("neu_bldg_luatomb12")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone12)
end,
wavetimer8b
)
--13
wtime8d = OnTimerElapse(
function(timer)
StartTimer(wavetimer8d)
ShowTimer(nil)
ShowTimer(wavetimer8d)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb12
DestroyTimer(timer)
TombStone13 = GetEntityMatrix("neu_bldg_luatomb13")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone13)
end,
wavetimer8c
)
--14
wtime8e = OnTimerElapse(
function(timer)
StartTimer(wavetimer8e)
ShowTimer(nil)
ShowTimer(wavetimer8e)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb13
DestroyTimer(timer)
TombStone14 = GetEntityMatrix("neu_bldg_luatomb14")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone14)
end,
wavetimer8d
)
--15
wtime8f = OnTimerElapse(
function(timer)
StartTimer(wavetimer8f)
ShowTimer(nil)
ShowTimer(wavetimer8f)
ShowMessageText("level.dea1.zombie")
AddUnitClass (3, "zom_inf_nomnom", 60, 80)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb14
DestroyTimer(timer)
TombStone15 = GetEntityMatrix("neu_bldg_luatomb15")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone15)
end,
wavetimer8e
)
--16
wtime77 = OnTimerElapse(
function(timer)
StartTimer(wavetimer77)
ShowTimer(nil)
ShowTimer(wavetimer77)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb15
DestroyTimer(timer)
TombStone16 = GetEntityMatrix("neu_bldg_luatomb16")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone16)
end,
wavetimer8f
)
--17
wtime77b = OnTimerElapse(
function(timer)
StartTimer(wavetimer77b)
ShowTimer(nil)
ShowTimer(wavetimer77b)
ShowMessageText("level.dea1.anger")
AddUnitClass(4, "zom_inf_juggernaught", 60, 80)
AddUnitClass(4, "zom_inf_insanezombie", 60, 80)
AddUnitClass(5,"zom_inf_undeadwarrior",1,3)
Ambush("CP1Spawn", 1, 4)
Ambush("CP3Spawn", 1, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP3Spawn", 5, 1) --neu_bldg_luatomb16
DestroyTimer(timer)
TombStone17 = GetEntityMatrix("neu_bldg_luatomb17")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone17)
end,
wavetimer77
)
--18
wtime77c = OnTimerElapse(
function(timer)
StartTimer(wavetimer77c)
ShowTimer(nil)
ShowTimer(wavetimer77c)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb17
DestroyTimer(timer)
TombStone18 = GetEntityMatrix("neu_bldg_luatomb18")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone18)
end,
wavetimer77b
)
--19
wtime77d = OnTimerElapse(
function(timer)
StartTimer(wavetimer77d)
ShowTimer(nil)
ShowTimer(wavetimer77d)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 4)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3)
Ambush("CP4Spawn", 4, 3) --neu_bldg_luatomb18
DestroyTimer(timer)
TombStone19 = GetEntityMatrix("neu_bldg_luatomb19")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone19)
end,
wavetimer77c
)
--20
wtime77e = OnTimerElapse(
function(timer)
StartTimer(wavetimer77e)
ShowTimer(nil)
ShowTimer(wavetimer77e)
ShowMessageText("level.dea1.anger")
AddUnitClass(5,"zom_inf_BIGRED",1,3)
--SetClassProperty("zom_inf_BIGRED", "MaxHealth", 2500000)
--SetClassProperty("zom_inf_undeadwarrior", "MaxHealth", 2500000)
--SetClassProperty("zom_inf_flesheater", "MaxHealth", 2500000)
zombiehorde = math.random(3)
if zombiehorde == 1 then
Ambush("CP1Spawn", 1, 5)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 4)
elseif zombiehorde == 3 then
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 4)
end --neu_bldg_luatomb19
DestroyTimer(timer)
TombStone20 = GetEntityMatrix("neu_bldg_luatomb20")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone20)
end,
wavetimer77d
)
--21
wtime77n = OnTimerElapse(
function(timer)
StartTimer(wavetimer77n)
ShowTimer(nil)
ShowTimer(wavetimer77n)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3)
Ambush("CP1Spawn", 2, 3) --neu_bldg_luatomb20
DestroyTimer(timer)
TombStone21 = GetEntityMatrix("neu_bldg_luatomb21")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone21)
end,
wavetimer77e
)
--22
wtime10 = OnTimerElapse(
function(timer)
StartTimer(wavetimer10)
ShowTimer(nil)
ShowTimer(wavetimer10)
ShowMessageText("level.dea1.zombie")
Ambush("CP4Spawn", 1, 3)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb21
DestroyTimer(timer)
TombStone22 = GetEntityMatrix("neu_bldg_luatomb22")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone22)
end,
wavetimer77n
)
--23
wtime11 = OnTimerElapse(
function(timer)
StartTimer(wavetimer11)
ShowTimer(nil)
ShowTimer(wavetimer11)
ShowMessageText("level.dea1.anger")
ShowObjectiveTextPopup("level.dea1.boss", ATT)
Ambush("CP2Spawn", 1, 5)
--SetClassProperty("zom_inf_pigzombie", "MaxHealth", 300000)
--SetClassProperty("zom_inf_female", "MaxHealth", 200000)
--SetClassProperty("zom_inf_juggernaught", "MaxHealth", 300000)
--SetClassProperty("zom_inf_nomnom", "MaxHealth", 100000)
--SetClassProperty("zom_inf_martyr", "MaxHealth", 500000)
--SetClassProperty("zom_inf_ghost", "MaxHealth", 100000)
--SetClassProperty("zom_inf_insanezombie", "MaxHealth", 100000)
--SetClassProperty("zom_inf_BIGRED", "MaxHealth", 3000000)
--SetClassProperty("zom_inf_undeadwarrior", "MaxHealth", 3000000)
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 3)
Ambush("CP3Spawn", 5, 6)
Ambush("CP3Spawn", 5, 6)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 6)
zombiehorde = math.random(4)
if zombiehorde == 1 then
Ambush("CP1Spawn", 3, 5)
elseif zombiehorde == 2 then
Ambush("CP1Spawn", 2, 5)
Ambush("CP1Spawn", 5, 4)
Ambush("CP2Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
elseif zombiehorde == 3 then
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 1, 5)
elseif zombiehorde == 4 then
Ambush("CP1Spawn", 1, 5)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 3)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 6)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
Ambush("CP1Spawn", 5, 4)
end --neu_bldg_luatomb22
DestroyTimer(timer)
TombStone23 = GetEntityMatrix("neu_bldg_luatomb23")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone23)
end,
wavetimer10
)
--24
wtime12 = OnTimerElapse(
function(timer)
StartTimer(wavetimer12)
ShowTimer(nil)
ShowTimer(wavetimer12)
ShowMessageText("level.dea1.zombie")
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb23
DestroyTimer(timer)
TombStone24 = GetEntityMatrix("neu_bldg_luatomb24")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone24)
end,
wavetimer11
)
--25
wtime13 = OnTimerElapse(
function(timer)
StartTimer(wavetimer13)
ShowTimer(nil)
ShowTimer(wavetimer13)
ShowMessageText("level.dea1.zombie")
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3)
Ambush("CP4Spawn", 2, 3) --neu_bldg_luatomb24
DestroyTimer(timer)
TombStone25 = GetEntityMatrix("neu_bldg_luatomb25")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone25)
end,
wavetimer12
)
--26
wtime14 = OnTimerElapse(
function(timer)
StartTimer(wavetimer14)
ShowTimer(nil)
ShowTimer(wavetimer14)
ShowMessageText("level.dea1.anger")
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP3Spawn", 4, 6)
Ambush("CP1Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 4, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP5Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP1Spawn", 2, 6)
Ambush("CP4Spawn", 1, 5)
Ambush("CP1Spawn", 1, 6)
Ambush("CP1Spawn", 1, 6)
Ambush("CP1Spawn", 1, 6)
Ambush("CP4Spawn", 1, 5)
Ambush("CP1Spawn", 1, 6) --neu_bldg_luatomb25
DestroyTimer(timer)
TombStone26 = GetEntityMatrix("neu_bldg_luatomb26")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone26)
end,
wavetimer13
)
--27
wtime15 = OnTimerElapse(
function(timer)
StartTimer(wavetimer15)
ShowTimer(nil)
ShowTimer(wavetimer15)
ShowMessageText("level.dea1.zombie")
AddUnitClass(4,"zom_inf_spawn2", 1, 15)
AddUnitClass (4, "zom_inf_spawn1", 1, 15)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb26
DestroyTimer(timer)
TombStone27 = GetEntityMatrix("neu_bldg_luatomb27")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone27)
end,
wavetimer14
)
--28
wtime16 = OnTimerElapse(
function(timer)
StartTimer(wavetimer16)
ShowTimer(nil)
ShowTimer(wavetimer16)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb27
DestroyTimer(timer)
TombStone28 = GetEntityMatrix("neu_bldg_luatomb28")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone28)
end,
wavetimer15
)
--29
wtime17 = OnTimerElapse(
function(timer)
StartTimer(wavetimer17)
ShowTimer(nil)
ShowTimer(wavetimer17)
ShowMessageText("level.dea1.zombie")
Ambush("CP1Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP5Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP1Spawn", 2, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4)
Ambush("CP4Spawn", 1, 4) --neu_bldg_luatomb28
DestroyTimer(timer)
TombStone29 = GetEntityMatrix("neu_bldg_luatomb29")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone29)
end,
wavetimer16
)
--30
wtime18 = OnTimerElapse(
function(timer)
StartTimer(wavetimer18)
ShowTimer(nil)
ShowTimer(wavetimer18)
ShowMessageText("level.dea1.anger")
Ambush("CP5Spawn", 1, 5)
Ambush("CP4Spawn", 1, 5)
Ambush("CP3Spawn", 1, 5) --neu_bldg_luatomb29
DestroyTimer(timer)
TombStone30 = GetEntityMatrix("neu_bldg_luatomb30")
AttachEffectToMatrix(CreateEffect("com_sfx_wavecomplete"), TombStone30)
end,
wavetimer17
) --31
As you can see I have other AddUnitClass's throughout, and the main issue of this topic is: is there another method to introduce units that would be stable? I think that the only issue could of been the space between the AddUnitClass and the ( in that line of code, but It is a lot of work to package up and upload to test THAT miniscule of a problem, so again the focus of this topic is discussing a method of bringing in more classes for the ai to spawn with during waves, that would be online friendly.