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Triggers
Mission I.w3x
Variables
Mission I
Intro
Intro02 Time to Fight
Click on Unit
Click near Flag
Near Flag 1 Go Near Flag 2
Near Flag 2 Go Near Flag 3
Explain FOW
Near Flag 3 Go Near Flag 4
Near Flag 4 Go Near Flag 5
Moving lots of guys
Near Flag 5 Outpost
scroll to outpost
Skip scroll lesson
Outpost selected
Go to Outpost
How to attack
Outpost To Town
Go home
Home sweet home
Brittish attack
Creates bad guys
Instruction to fight enemy units
vc
vc2
Objectives
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
Narrator
unit
No
ObjQuest
quest
No
ObjQuestReq
questitem
No
Intro
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Cinematic - Disable user control for Player Group - Player 2 (Blue) .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across FirstFlag <gen>
Camera - . Apply . gg_cam_Intro for Player 2 (Blue) over 0 seconds
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1a <gen> and display The English are terrorizing all of Scotland, and it's time for us to fight back! . Modify duration: Subtract 0 seconds and Don't wait
Wait for (Last played sound) to be 0.00 seconds from finished playing
Trigger - Run Intro02_Time_to_Fight <gen> (ignoring conditions)
Intro02 Time to Fight
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1b <gen> and display But if we're to defeat them, every one of us will need to learn how to march and fight. . Modify duration: Subtract 0 seconds and Don't wait
Unit - Order Militia 0003 <gen> to Move To . (Center of Millitia_First_Move <gen>)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 1 for Player 2 (Blue)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 1 for Player 2 (Blue)
Wait for (Last played sound) to be 0 seconds from finished playing
Trigger - Run Click_on_Unit <gen> (ignoring conditions)
Click on Unit
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1c <gen> and display Follow the path to the blue flag. First, click the soldier … . Modify duration: Subtract 0 seconds and Don't wait
Cinematic - Enable user control for Player Group - Player 2 (Blue) .
Click near Flag
Events
Player - Player 2 (Blue) Selects a unit
Conditions
(Triggering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1d <gen> and display Good. Now RIGHT-click near the blue flag. . Modify duration: Subtract 0 seconds and Don't wait
Near Flag 1 Go Near Flag 2
Events
Unit - A unit enters FirstFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Camera - . Apply . gg_cam_IIfLaG for Player 2 (Blue) over 2.00 seconds
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1e <gen> and display Good! Now move to the next flag. Click the soldier, then RIGHT-click near the flag. . Modify duration: Subtract 0 seconds and Don't wait
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of SecondFlag <gen>) facing Default building facing degrees
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across SecondFlag <gen>
Near Flag 2 Go Near Flag 3
Events
Unit - A unit enters SecondFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Camera - . Apply . gg_cam_IIIfLaG for Player 2 (Blue) over 2.00 seconds
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1f <gen> and display Excellent. To move to the next flag, you must walk through the black area. . Modify duration: Subtract 0 seconds and Don't wait
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across ThirdFlag <gen>
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of ThirdFlag <gen>) facing Default building facing degrees
Explain FOW
Events
Unit - A unit enters Black_Area <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1g <gen> and display Moving into the black area reveals more of the map. The black area represents unexplored territory. . Modify duration: Subtract 0 seconds and Don't wait
Near Flag 3 Go Near Flag 4
Events
Unit - A unit enters ThirdFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1h <gen> and display That's all there is to it. Now go on to the next flag, where you will meet some allied soldiers. . Modify duration: Subtract 0 seconds and Don't wait
Camera - . Apply . gg_cam_IVfLaG for Player 2 (Blue) over 2.00 seconds
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across FourthFlag <gen>
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of FourthFlag <gen>) facing Default building facing degrees
Near Flag 4 Go Near Flag 5
Events
Unit - A unit enters FourthFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Unit - Create 1 . Militia for Player 2 (Blue) at (Center of Millitia1 <gen>) facing Default building facing degrees
Unit - Create 1 . Militia for Player 2 (Blue) at (Center of Millita2 <gen>) facing Default building facing degrees
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Knight <gen>) facing Default building facing degrees
Sound - Play Rescue <gen>
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of FifthFlag <gen>) facing Default building facing degrees
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across FifthFlag <gen>
Wait 3.00 seconds
Trigger - Run Moving_lots_of_guys <gen> (ignoring conditions)
Moving lots of guys
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1i <gen> and display To move all of your soldiers at once, click near the units and drag around them. Then RIGHT- click to move them. Try moving your soldiers to the next flag. . Modify duration: Subtract 0 seconds and Don't wait
Near Flag 5 Outpost
Events
Unit - A unit enters FifthFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Camera - . Apply . gg_cam_VfLaG for Player 2 (Blue) over 2.00 seconds
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1j <gen> and display Did all of your units make it to the flag? . Modify duration: Subtract 0 seconds and Don't wait
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of SixthFlag <gen>) facing Default building facing degrees
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of SeventhFlag <gen>) facing Default building facing degrees
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across SeventhFlag <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Trigger - Run scroll_to_outpost <gen> (ignoring conditions)
scroll to outpost
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1r <gen> and display The road ahead is guarded by an English Outpost. Scroll up to the Outpost building by moving the mouse to the very top of the screen. Then click the red Outpost. . Modify duration: Subtract 0 seconds and Don't wait
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Outpost <gen>
Skips scroll lesson if someone attacks prematurely
Skip scroll lesson
Events
Unit - A unit enters Skip_scroll_lesson <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off Outpost_selected <gen>
Outpost selected
Events
Player - Player 2 (Blue) Selects a unit
Conditions
(Triggering unit) Equal to Outpost 0000 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1s <gen> and display Good. Now scroll back down until you can see your soldiers again by moving your mouse to the very bottom of the screen. Select your soldiers by clicking near them and dragging a box around them. . Modify duration: Subtract 0 seconds and Don't wait
Trigger - Turn off Skip_scroll_lesson <gen>
Go to Outpost
Events
Unit - A unit enters Skip_scroll_lesson <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1t <gen> and display Keep following the road to the Outpost. It's time to knock it down! . Modify duration: Subtract 0 seconds and Don't wait
How to attack
Events
Unit - A unit enters SeventhFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1k <gen> and display RIGHT-click the Outpost to attack it. . Modify duration: Subtract 0 seconds and Don't wait
Outpost To Town
Events
Unit - Outpost 0000 <gen> Dies
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1l <gen> and display The Outpost is destroyed! That should slow the English raids. . Modify duration: Subtract 0 seconds and Don't wait
Go home
Events
Unit - A unit enters Go_home <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1m <gen> and display Keep following the path to the village. . Modify duration: Subtract 0 seconds and Don't wait
Unit - Create 1 . Circle of Power (medium) for Neutral Passive at (Center of EighthFlag <gen>) facing Default building facing degrees
Home sweet home
Events
Unit - A unit enters EighthFlag <gen>
Conditions
(Entering unit) Equal to Militia 0003 <gen>
Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1n <gen> and display Home sweet home. . Modify duration: Subtract 0 seconds and Don't wait
Wait for (Last played sound) to be 0 seconds from finished playing
Trigger - Run Brittish_attack <gen> (ignoring conditions)
Brittish attack
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1o <gen> and display But wait! The English are angry that you destroyed their Outpost! They are coming to attack your village! . Modify duration: Subtract 0 seconds and Don't wait
Wait 3.00 seconds
Trigger - Run Creates_bad_guys <gen> (ignoring conditions)
Creates bad guys
Events
Conditions
Actions
Unit - Move Militia 0022 <gen> instantly to (Center of EnemyMillitia2 <gen>)
Unit - Move Militia 0021 <gen> instantly to (Center of EnemyMillitia1 <gen>)
Wait 1.00 seconds
Trigger - Run Instruction_to_fight_enemy_units <gen> (ignoring conditions)
Instruction to fight enemy units
Events
Conditions
Actions
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1p <gen> and display Don't panic. Just click your soldiers and RIGHT-click the red English soldiers to attack.Defeat the enemy soldiers, and you will have won your first battle. . Modify duration: Subtract 0 seconds and Don't wait
vc
Events
Time - Every 2 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(All units of (Units owned by Player 1 (Red) of type Militia) are dead) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from Narrator named Narrator : Play w1q <gen> and display Good job! Now you know how to fight back against the English army! . Modify duration: Subtract 0 seconds and Don't wait
Wait for (Last played sound) to be 0 seconds from finished playing
Trigger - Run vc2 <gen> (ignoring conditions)
Else - Actions
Do nothing
vc2
Events
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Game - Set the next level to Maps\Age II\Mission II.w3x
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Objectives
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Marching and Fighting with the description You can scroll to view more of the map by moving your mouse to the sides of the screen. For example, move your mouse to the very bottom of the screen to scroll down. , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Set Variable Set ObjQuest = (Last created quest)
Quest - Create a quest requirement for ObjQuest with the description Follow the instructions to reach the Scottish village
Set Variable Set ObjQuestReq = (Last created quest requirement)
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