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Triggers
AoS Sample Map.w3x
Variables
Introduction
Introduction and melee triggers
Common AoS map rules and further explanation
AoS: Origins
Changing Colors
Changing Colors
Picking Heroes
Heroes choosing
Spawn Units
---The importance of this---
Right Side Red Team s
Left Side Red Team s
Right Side Blue Team s
Left Side Blue Team s
Command Units
---This continues the previous---
Right Side Red Team c
Left Side Red Team c
Right Side Blue Team c
Left Side Blue Team c
Destroyed Barracks
---This is important too---
Right Side Red Team d
Left Side Red Team d
Right Side Blue Team d
Left Side Blue Team d
Heroes Dying
Heroes dying and respawning
Red ones
Blue ones
Victory/Defeat
---Essential!---
Red to Blue
Blue to Red
Money for Kills
---Read here for other information---
Footmen kills
Riflemen kills
Hero kills
Players that are not playing
-------------Here are the informations--------------
Player1
Player3
Player5
Player7
Player2
Player4
Player6
Player8
Inserisci il codice dello script personalizzato per la mappa nello spazio sottostante. Il testo verrà incluso nello script della mappa dopo che le variabili sono state dichiarate e prima di qualsiasi codice trigger.
Name
Type
is_array
initial_value
reviveTimer
timer
No
reviveTimerWindow
timerdialog
No
This is a tutorial where I explain how to make the Simplest AoS map!
It requires no programming skills,no variables,only simple triggers you'll be able to create after
passing this tutorial!
You can also use it as a system to import in order to create other AoS maps instead of creating
all the triggers again. Hope it helps you!
These are three of the melee triggers every map starts with. I think it's better to only have these
three in a AoS map.
Introduction and melee triggers
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Set starting resources (for all players)
This map is made like this:
OOO
| |
| |
| |
| |
| |
OOO
It has different ways where soldiers go and where you can go with your hero.
The OOO's are Teams' bases where there are:
1) Spawns and Respawns
2) Markets
3) Barracks
4) Places where soldiers spawn
5) Places where soldiers move
6) Main Castles
7) Some heroes to choose from
8) Optional features that greatly improve the gameplay
These are the requirements to make an AoS map. To make this simple,content-less map,I spent two hours.
Don't worry,it's really simple!
I'll try to explain every single thing...
In this map,I only created the Officer (starting hero with no skills),modified the altar
and removed the food cost of heroes.
There aren't heroes from DotA or anything,just the default 4 melee human heroes.
There are only two ways,not three,and towers are not overpowered.
AoS means Aeon of Strife.
It's a Starcraft map made by Blizzard (I think you know they're Warcraft and Starcraft developers) where
you could only use heroes as your units,while the other units were allied soldiers.
Some people say "WTF the correct word is DOTA-LIKE! What is AOS??!!!".
-.-"
DotA (Defense of the Ancients) is the first that stole this concept. I have to say it's a great map,however I
prefer its crossover.
Crossover DotA,it has anime and movie characters instead of original heroes! Search for it on google sites,or
here on Hive Workshop.
On Hive Workshop there are A LOT of AoS maps. I played at least half of them,and after a lot of time I decided
to make my own to satisfy my gaming ideas.
I'll sure release a better version of this one,that is not only a good tutorial for advanced AoS makers,but also a lovely
map to play and replay and find new tactics! So,follow me on HiveWorkshop,I'm LordVandor1 as you know.
This is an optional,however it makes the difference between Red Team and Blue Team.
When map starts,all allies of player 1 become red,while all allies of player 2 become blue.
Changing Colors
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Change color of (Picked player) to Red , Changing color of existing units
Player Group - Pick every player in (All allies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Player - Change color of (Picked player) to Blue , Changing color of existing units
This is the most important. You can always (in this map) choose to remain as Footman,but when you buy a hero,
your Footman becomes the unit you just bought. These If/Then/Else triggers are made just for that.
If the unit you bought is a Paladin,the buying unit (in this case,the Footman) becomes a Paladin,while the actual
Paladin you just bought is removed.
If it's not the Paladin it verifies the second condition and so on.
When a hero is replaced it keeps its level and items,but not the skills or the bonus attributes(like the strength tome bonus).
Luckily,in this map Footmen heroes (Officers) don't have abilities and there aren't tomes.
Another thing:
When you'll play the map,you'll notice you can't buy a second hero. This because I made a required unit for the other tier:
"U CAN'T!"
It's a unit,but you can't buy it =D It's only one hero per player u.u
Heroes choosing
Events
Unit - A unit Sells a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin
Then - Actions
Unit - Replace (Buying unit) with a Paladin using The old unit's relative life and mana
Unit - Remove (Sold unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Archmage
Then - Actions
Unit - Replace (Buying unit) with a Archmage using The old unit's relative life and mana
Unit - Remove (Sold unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Mountain King
Then - Actions
Unit - Replace (Buying unit) with a Mountain King using The old unit's relative life and mana
Unit - Remove (Sold unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blood Mage
Then - Actions
Unit - Replace (Buying unit) with a Blood Mage using The old unit's relative life and mana
Unit - Remove (Sold unit) from the game
Else - Actions
Do nothing
These are the Teams' units!
Obviously it's important to know how they work.
Without this it's not even a AoS map! It's a Hero Arena map!
But don't worry it's simple.
Every certain amount of time given by you,some units you choose spawn for a certain team in a certain region.
Simple,huh?
Every 30 seconds of the game these units spawn in a region.
Right Side Red Team s
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Footman for Player 10 (Light Blue) at (Center of Right_Side_Red_Team <gen>) facing Default building facing degrees
Unit - Create 2 . Rifleman for Player 10 (Light Blue) at (Center of Right_Side_Red_Team <gen>) facing Default building facing degrees
Every 30 seconds of the game these units spawn in a region.
Left Side Red Team s
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Footman for Player 10 (Light Blue) at (Center of Left_Side_Red_Team <gen>) facing Default building facing degrees
Unit - Create 2 . Rifleman for Player 10 (Light Blue) at (Center of Left_Side_Red_Team <gen>) facing Default building facing degrees
Every 30 seconds of the game these units spawn in a region.
Right Side Blue Team s
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Footman for Player 11 (Dark Green) at (Center of Right_Side_Blue_Team <gen>) facing Default building facing degrees
Unit - Create 2 . Rifleman for Player 11 (Dark Green) at (Center of Right_Side_Blue_Team <gen>) facing Default building facing degrees
Every 30 seconds of the game these units spawn in a region.
Left Side Blue Team s
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Footman for Player 11 (Dark Green) at (Center of Left_Side_Blue_Team <gen>) facing Default building facing degrees
Unit - Create 2 . Rifleman for Player 11 (Dark Green) at (Center of Left_Side_Blue_Team <gen>) facing Default building facing degrees
This is where your AoS map takes life.
This commands your units to go to another region,possibly to a region near the other team's base.
Because this is what AoS is all about. Units spawning,going to another position and dying.
When units matching certain conditions enter a region,in this case the same region they spawn in,
they are issued an order of Attack-Move on another region.
Remember,ATTACK-MOVE!
Not only Move...in that case they wouldn't attack enemy units,which is a bad thing right?
Now this is an important part. When units owned by Player 10 go in Right Side Red Team,they are ordered to move from that region to the Blue counterpart.
Right Side Red Team c
Events
Unit - A unit enters Right_Side_Red_Team <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Right_Side_Blue_Team <gen>)
Else - Actions
Do nothing
Now this is an important part. When units owned by Player 10 go in Left Side Red Team,they are ordered to move from that region to the Blue counterpart.
Left Side Red Team c
Events
Unit - A unit enters Left_Side_Red_Team <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Left_Side_Blue_Team <gen>)
Else - Actions
Do nothing
Now this is an important part. When units owned by Player 11 go in Right Side Blue Team,they are ordered to move from that region to the Red counterpart.
Right Side Blue Team c
Events
Unit - A unit enters Right_Side_Blue_Team <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Right_Side_Red_Team <gen>)
Else - Actions
Do nothing
Now this is an important part. When units owned by Player 11 go in Left Side Blue Team,they are ordered to move from that region to the Red counterpart.
Left Side Blue Team c
Events
Unit - A unit enters Left_Side_Blue_Team <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Left_Side_Red_Team <gen>)
Else - Actions
Do nothing
It wouldn't make any sense if units would keep popping out of the barracks...if barracks are destroyed!
When the correspective side barrack is destroyed,the correspective side trigger for making units spawn is disabled.
Simple,huh?
When the barrack on the right side of the red team's base is destroyed,units in that region don't spawn anymore.
Right Side Red Team d
Events
Unit - Barracks 0004 <gen> Dies
Conditions
Actions
Trigger - Turn off Right_Side_Red_Team_s <gen>
When the barrack on the left side of the red team's base is destroyed,units in that region don't spawn anymore.
Left Side Red Team d
Events
Unit - Barracks 0005 <gen> Dies
Conditions
Actions
Trigger - Turn off Left_Side_Red_Team_s <gen>
When the barrack on the right side of the blue team's base is destroyed,units in that region don't spawn anymore.
Right Side Blue Team d
Events
Unit - Barracks 0003 <gen> Dies
Conditions
Actions
Trigger - Turn off Right_Side_Blue_Team_s <gen>
When the barrack on the left side of the blue team's base is destroyed,units in that region don't spawn anymore.
Left Side Blue Team d
Events
Unit - Barracks 0002 <gen> Dies
Conditions
Actions
Trigger - Turn off Left_Side_Blue_Team_s <gen>
Usually it's more complicated than this, but here we'll just put it simply,without variables and such.
When a hero of a certain team dies it respawns at his team respawn region after a set period of time,draining a set amount of gold.
Simple,huh?
When a unit that's a hero owned by player 1,3,5,or 7 dies,after 30 seconds they revive at region Red Respawn.
We also create a timer,so you know when you'll be sent to the battlefield again:
We create two variables,the first has to be a Timer and the second a TimerWindow,
then we create the "Countdown - Create a timer window" for the timer.
We set the timer window to the option "(Last created timer window)",
and show it with the following command you can see.
Then we decide to start the timer variable with the other command and set the time to 30 seconds.
After that,you're revived to a region and with 300 less gold.
Red ones
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of (Dying unit)) Equal to Player 1 (Red)) or (((Owner of (Dying unit)) Equal to Player 3 (Teal)) or (((Owner of (Dying unit)) Equal to Player 5 (Yellow)) or ((Owner of (Dying unit)) Equal to Player 7 (Green))))
Then - Actions
Countdown Timer - Create a timer window for reviveTimer with title Time left to Revive
Set Variable Set reviveTimerWindow = (Last created timer window)
Countdown Timer - Show reviveTimerWindow for (Owner of (Dying unit))
Countdown Timer - Start reviveTimer as a One-shot timer that will expire in 30 seconds
Wait 30.00 seconds
Player - Add -300 to (Owner of (Dying unit)) . Current gold
Hero - Instantly revive (Dying unit) at (Center of Red_Respawn <gen>) , Show revival graphics
Countdown Timer - Hide reviveTimerWindow for (Owner of (Dying unit))
Else - Actions
Do nothing
When a unit that's a hero owned by player 2,4,6,or 8 dies,after 30 seconds they revive at region Blue Respawn.
Blue ones
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of (Dying unit)) Equal to Player 2 (Blue)) or (((Owner of (Dying unit)) Equal to Player 4 (Purple)) or (((Owner of (Dying unit)) Equal to Player 6 (Orange)) or ((Owner of (Dying unit)) Equal to Player 8 (Pink))))
Then - Actions
Wait 30.00 seconds
Player - Add -300 to (Owner of (Dying unit)) . Current gold
Hero - Instantly revive (Dying unit) at (Center of Blue_Respawn <gen>) , Show revival graphics
Else - Actions
Do nothing
You can do this in many ways.
You can do that when a team wins their heroes teleport on the destroyed enemy base and make an epic cinematic!
Or you can just follow my guide...
When a team's main Castle is destroyed,the team's players are defeated and the other team ones win.
Simple,huh?
When enemy Castle is destroyed player 1,3,5,7 win and player 2,4,6,8 lose...
A message is printed too.
Red to Blue
Events
Unit - Castle 0001 <gen> Dies
Conditions
Actions
-------- Two Seconds wait so it's not immediate. --------
-------- Players of the Blue Team are defeated and a message is written. --------
Wait 2.00 seconds
Game - Defeat Player 2 (Blue) with the message: Blue Team is dead...
Game - Defeat Player 4 (Purple) with the message: Blue Team is dead...
Game - Defeat Player 6 (Orange) with the message: Blue Team is dead...
Game - Defeat Player 8 (Pink) with the message: Blue Team is dead...
-------- 5 Seconds wait so the Blue Team can see the defeat of the Red Team --------
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
When enemy Castle is destroyed player 2,4,6,8 win and player 1,3,5,7 lose...
A message is printed too.
Blue to Red
Events
Unit - Castle 0000 <gen> Dies
Conditions
Actions
-------- Two Seconds wait so it's not immediate. --------
-------- Players of the Red Team are defeated and a message is written. --------
Wait 2.00 seconds
Game - Defeat Player 1 (Red) with the message: Red Team is dead...
Game - Defeat Player 3 (Teal) with the message:
Game - Defeat Player 5 (Yellow) with the message:
Game - Defeat Player 7 (Green) with the message:
-------- 5 Seconds wait so the Blue Team can see the defeat of the Red Team --------
Wait 5.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
I want to say I do not know how they make it.
In other AoS maps,when you kill enemy units they drop money as if they were Neutral Hostile!
I just made it in the way I know,with set amounts and floating texts.
I'll explain:
When you kill a unit,if it's a certain unit it will give the owner of the unit that killed (not that is killed) a
certain amount of gold (different for every kind of unit), and a floating text is created,with a percentage
coloring (85,85,10 for the "pure gold" color,go to this site to see others http://www.december.com/html/spec/colorper.html).
This floating text says the amount of gold you gained (you have to write it manually).
You have to deactivate the permanence,give it a velocity,a lifespan and a fading age.
I just left the default options except for gold.
When someone kills a Footman,the Owner of unit who kills it gains 50 gold. A floating text is created where it says you gained gold,it begins to fade after two seconds.
Footmen kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Footman
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
Floating Text - Create floating text that reads +50 Gold at (Position of (Dying unit)) with Z offset 0 , using font size 10 , color ( 85.00 %, 85.00 %, 10.00 %), and 20.00 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
When someone kills a Rifleman,the Owner of unit who kills it gains 80 gold. A floating text is created where it says you gained gold,it begins to fade after two seconds.
Riflemen kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Rifleman
Actions
Player - Add 80 to (Owner of (Killing unit)) . Current gold
Floating Text - Create floating text that reads +80 Gold at (Position of (Dying unit)) with Z offset 0 , using font size 10 , color ( 85.00 %, 85.00 %, 10.00 %), and 20.00 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
Finally,when someone kills an Enemy hero they recieve 250 gold. A floating text is created where it says you gained gold,it begins to fade after two seconds.. It also prints a chat message,where it says "A hero has been killed!"
I know you would like those sounds such as "Double Kill!" "Monster Kill!" ...but that would
be kinda complicated because you have to do it with variables.
Hero kills
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Player - Add 250 to (Owner of (Killing unit)) . Current gold
Floating Text - Create floating text that reads +250 Gold at (Position of (Dying unit)) with Z offset 0 , using font size 10 , color ( 85.00 %, 85.00 %, 10.00 %), and 20.00 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
Game - Display to (All players) the text: A hero has been killed!
Didn't want to copy/paste, so I'll explain it here:
This trigger is needed to remove the units in control of non-playing people.
Just do as I did,for every one of the players that are supposed to be used by players.
Player1
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0018 <gen> from the game
Player3
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0019 <gen> from the game
Player5
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0020 <gen> from the game
Player7
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0021 <gen> from the game
Player2
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0022 <gen> from the game
Player4
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit - Remove Officer 0023 <gen> from the game
Player6
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
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