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Triggers
Rebels v1.0.w3x
Variables
Triggers
Visionshare
PleaseWait
QuestGive
CameraReset
Settimeoday
Camera
Camera Copy
Militia
MilitiaSpawnO
MilitiaSpawnT
MilitiaSpawnH
MilitiaSpawnF
MilitiaLose
MilitiaWin
CompMilitiaOne
Rebels
RebelSpawnA
RebelSpawnB
RebelSpawnC
RebelSpawnD
RebelSpawnE
RebelSpawnF
RebelSpawnG
RebelSpawnH
RebelDie
JailedRebel
Win
Gold Storage
Moneytime
RebelT
RescueRebel
Host
Dialog Box
thirtyminute
unlimited
Timexpires
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Dialog
dialog
No
DialogButton
button
Yes
KillAll
unit
No
UnitNull
PlayerGroupRebel
force
No
Time_Expire
timer
No
Visionshare
Events
Map initialization
Conditions
Actions
Game - Hide creep camps on the minimap .
Player - Make Player 1 (Red) treat Neutral Passive as an Neutral with shared vision
Player - Make Player 9 (Gray) treat Neutral Passive as an Neutral with shared vision
PleaseWait
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Please wait while the host chooses the settings.
QuestGive
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Credits and Command with the description Many thanks to unprotected sheep tag maps for the use of stealing a couple of their triggers (I'm not exactly a programming genius).To reset your camera, type -resetcameraThanks again to General Frank and the Hiveworkshop community, with many useful tutorials. This map would not be possible without their help. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
CameraReset
Events
Player - Player 1 (Red) types a chat message containing -resetcamera (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Camera_Copy <gen> (ignoring conditions)
Settimeoday
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12.00
Camera
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Viewing_Camera for (Picked player) over 0.00 seconds)
Camera Copy
Events
Conditions
Actions
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Viewing_Camera for (Picked player) over 2.00 seconds)
MilitiaSpawnO
Events
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Trigger - Turn on CompMilitiaOne <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Militia Leader for Player 9 (Gray) at (Random point in MilitiaSpawn <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Run CompMilitiaOne <gen> (checking conditions)
MilitiaSpawnT
Events
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Trigger - Turn on CompMilitiaOne <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Militia Leader for Player 10 (Light Blue) at (Random point in MilitiaSpawn <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Run CompMilitiaOne <gen> (checking conditions)
MilitiaSpawnH
Events
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Trigger - Turn on CompMilitiaOne <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Militia Leader for Player 11 (Dark Green) at (Random point in MilitiaSpawn <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Run CompMilitiaOne <gen> (checking conditions)
MilitiaSpawnF
Events
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Trigger - Turn on CompMilitiaOne <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 12 (Brown) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Militia Leader for Player 12 (Brown) at (Random point in MilitiaSpawn <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Run CompMilitiaOne <gen> (checking conditions)
MilitiaLose
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Militia Leader
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: You have lost to the rebels!
MilitiaWin
Events
Time - Elapsed game time is 120.00 seconds
Conditions
(Number of units in (Units of type Rebel Commander)) Equal to 0
Actions
Game - Victory Player 9 (Gray) ( Show dialogs, Skip scores)
CompMilitiaOne
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Militia Leader
(Player 9 (Gray) slot status) Equal to Is playing
(Player 9 (Gray) slot status) Equal to Is playing
Then - Actions
Player Group - Pick every player in (All players controlled by a Computer player) and do (Actions)
Loop - Actions
Unit - Order (Triggering unit) to Attack . (Random unit from (Units in (Playable map area)))
Unit - Order (Triggering unit) to Attack . (Constructed structure)
Else - Actions
Do nothing
RebelSpawnA
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnB
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 2 (Blue) at (Player 1 (Red) start location) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnC
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 3 (Teal) at (Player 1 (Red) start location) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnD
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 4 (Purple) at (Player 2 (Blue) start location) facing Default building facing degrees
Camera - Pan camera for Player 4 (Purple) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnE
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 5 (Yellow) at (Player 2 (Blue) start location) facing Default building facing degrees
Camera - Pan camera for Player 5 (Yellow) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnF
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 6 (Orange) at (Player 2 (Blue) start location) facing Default building facing degrees
Camera - Pan camera for Player 6 (Orange) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnG
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 7 (Green) at (Player 3 (Teal) start location) facing Default building facing degrees
Camera - Pan camera for Player 7 (Green) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelSpawnH
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Rebel Commander for Player 8 (Pink) at (Player 3 (Teal) start location) facing Default building facing degrees
Camera - Pan camera for Player 8 (Pink) to (Position of (Last created unit)) over 1.00 seconds
Else - Actions
Do nothing
RebelDie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rebel Commander
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Kill (Picked unit))
Unit - Add a 1.00 second Generic expiration timer to KillAll
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of SpawnRebelplace <gen>) over 1.00 seconds
Trigger - Turn on JailedRebel <gen>
Trigger - Run JailedRebel <gen> (ignoring conditions)
JailedRebel
Events
Conditions
Actions
Unit - Create 1 Captured Commander for (Owner of (Triggering unit)) at (Random point in SpawnRebelplace <gen>) facing (Random point in (Playable map area))
Win
Events
Time - Elapsed game time is 120.00 seconds
Conditions
(Number of units in (Units of type Militia Leader)) Equal to 0
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Gold Storage
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player) of type Gold Storage) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is alive) Equal to True
Then - Actions
Player - Add 2 to (Picked player) . Current gold
Else - Actions
Do nothing
Moneytime
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Add 2 to (Picked player).Current gold)
RescueRebel
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Captured Commander
Actions
Unit - Create 1 . Rebel Commander for (Owner of (Triggering unit)) at (Random point in JailBreak <gen>) facing Default building facing degrees
Dialog Box
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Dialog - Change the title of Dialog to Game Settings
Dialog - Create a dialog button for Dialog labelled 30 Minutes
Set Variable Set DialogButton[1] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled No Limit
Set Variable Set DialogButton[2] = (Last created dialog Button)
Dialog - Show Dialog for Player 1 (Red)
thirtyminute
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to DialogButton[1]
Actions
Countdown Timer - Start Time_Expire as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Time left
Countdown Timer - Show (Last created timer window)
Trigger - Turn on Moneytime <gen>
Trigger - Turn on RebelSpawnA <gen>
Trigger - Run RebelSpawnA <gen> (checking conditions)
Trigger - Turn on RebelSpawnB <gen>
Trigger - Run RebelSpawnB <gen> (checking conditions)
Trigger - Turn on RebelSpawnC <gen>
Trigger - Run RebelSpawnC <gen> (checking conditions)
Trigger - Turn on RebelSpawnD <gen>
Trigger - Run RebelSpawnD <gen> (checking conditions)
Trigger - Turn on RebelSpawnE <gen>
Trigger - Run RebelSpawnE <gen> (checking conditions)
Trigger - Turn on RebelSpawnF <gen>
Trigger - Run RebelSpawnF <gen> (checking conditions)
Trigger - Turn on RebelSpawnG <gen>
Trigger - Run RebelSpawnG <gen> (checking conditions)
Trigger - Turn on RebelSpawnH <gen>
Trigger - Run RebelSpawnH <gen> (checking conditions)
Game - Display to (All players) the text: Many thanks to General Frank for the custom modelAnd thanks to the Hiveworkshop community.
Wait 10.00 seconds
Game - Display to (All players) the text: The Rebels have 15 seconds to start moving and building before the Militia are spawned.
Trigger - Turn on MilitiaSpawnO <gen>
Trigger - Turn on MilitiaSpawnT <gen>
Trigger - Turn on MilitiaSpawnH <gen>
Trigger - Turn on MilitiaSpawnF <gen>
unlimited
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to DialogButton[2]
Actions
Game - Display to (All players) the text: Many thanks to General Frank for the custom modelAnd thanks to the Hiveworkshop community.
Trigger - Turn on Moneytime <gen>
Trigger - Turn on RebelSpawnA <gen>
Trigger - Run RebelSpawnA <gen> (checking conditions)
Trigger - Turn on RebelSpawnB <gen>
Trigger - Run RebelSpawnB <gen> (checking conditions)
Trigger - Turn on RebelSpawnC <gen>
Trigger - Run RebelSpawnC <gen> (checking conditions)
Trigger - Turn on RebelSpawnD <gen>
Trigger - Run RebelSpawnD <gen> (checking conditions)
Trigger - Turn on RebelSpawnE <gen>
Trigger - Run RebelSpawnE <gen> (checking conditions)
Trigger - Turn on RebelSpawnF <gen>
Trigger - Run RebelSpawnF <gen> (checking conditions)
Trigger - Turn on RebelSpawnG <gen>
Trigger - Run RebelSpawnG <gen> (checking conditions)
Trigger - Turn on RebelSpawnH <gen>
Trigger - Run RebelSpawnH <gen> (checking conditions)
Wait 10.00 seconds
Game - Display to (All players) the text: The Rebels have 15 seconds to start moving and building before the Militia are spawned.
Trigger - Turn on MilitiaSpawnO <gen>
Trigger - Turn on MilitiaSpawnT <gen>
Trigger - Turn on MilitiaSpawnH <gen>
Trigger - Turn on MilitiaSpawnF <gen>
Timexpires
Events
Time - Time_Expire expires
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
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