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Trigger Viewer

AlphaWorld.w3x
Variables
Initialization
Melee Initialization
Intro Zoom
Day
Night
Player Name Colors
-----------Tile Pathnames----------------
--------Tile Pathnames--(cont...)----
CameraSystem
CameraUnit
ESCHasBeenPressed
Cam Loop
UpPressed
DownPressed
Multiboard
Multiboard New
Multiboard Refresh
Kill Count
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.

Change Logv1.5
-Added Credits for GeneralHeroGlowAura model.
-Fixed Tooltip and Icon placement for Orb of Fury.
-Added set up for computer player names.
-Improved Skybox: now smaller size and better looking.

		
Name Type Is Array Initial Value
CameraEnabled boolean Yes
CameraUnit unit Yes
ESCHasBeenPressed boolean Yes
Kills integer Yes
Multiboard multiboard No
PGroup force No
Player_Colors string Yes
Temp_Group group No
temp_point location Yes
Sets the ground and sky background. (note: Blight Removal is not currently working)
Default melee game initialization for all players
Sets camera to the Center to do an intro-fly-over of the whole map.
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    -------- Sets Environment Effects --------
    Environment - Set terrain pathing at (Point(3800.00, 3800.00)) of type Blight Pathing to Off
    Environment - Set sky to Environment\Sky\DistantLand\DistantLand.mdx (skymodelstring)
    Environment - Set fog to style Linear, z-start 98000.00, z-end 99000.00, density 0.50 and color (100%, 100%, 100%)
    Environment - Create at (Playable map area) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
    -------- Standard Melee Setting --------
    Melee Game - Use melee time of day (for all players)
    Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
    Melee Game - Run melee AI scripts (for computer players)
    Melee Game - Limit Heroes to 1 per Hero-type (for all players)
    Melee Game - Set starting resources (for all players)
    Melee Game - Remove creeps and critters from used start locations (for all players)
    Melee Game - Create starting units (for all players)
    -------- Creates a Quest Box for Information about the Map --------
    Quest - Create a Required quest titled About with the description Alpha World is intend to be a learning map with simple imported models to create stunning visual appearances. The Gound is in import manager as "DistantLand.blp" and the .shd shadow file removed the shadow map to keep the alpha tiles clear. The trigger editor contains some simple gems too, check it out and share., using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
    Quest - Create a Required quest titled Controls with the description [esc] = enables camera mode and locks onto selected unit. ***** While in Camera Mode *****[up] = zoom out[down] = zoom in, using icon path ReplaceableTextures\WorldEditUI\StartingLocation.blp
    Quest - Create a Optional quest titled Author with the description Legal_Ease created this map starting with WhirlWind Citadels from the Hiveworkshop.com. That map was made by Mephestrial to be the home for his Epic Gnoll Pack. Legal_Ease removed all terrain from that map and resized it but kept the Mighty Alpha Tile and the Distantlands.mdx model., using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
    Quest - Create a Optional quest titled Data / Files with the description Import Editor contains Alpha Tiles Set for cityscape which can be overwritten for any tileset. ShadowMap .shd file will disable you shadow map for you. Map3mapMisc.txt contains many game constants not found in the editor and notes about how they can be overwritten. Trigger Editor contains some basic triggers you should have in most any map, like Player Name Colors. It also has some trix for map shadows, environment effects and alpha tiles. It's all simple stuff but if you didn't know then it will be fun., using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Item.blp
    -------- Camera Intro Set-up --------
    Camera - Change camera smoothing factor to 100.00
    Camera - Set Player 1 (Red)'s camera Distance to target to 6400.00 over 0 seconds
    Camera - Set Player 2 (Blue)'s camera Distance to target to 6400.00 over 0 seconds
    Camera - Set Player 1 (Red)'s camera Far Z to 999000.00 over 0 seconds
    Camera - Set Player 2 (Blue)'s camera Far Z to 999000.00 over 0 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to 337.00 over 0 seconds
    Camera - Set Player 2 (Blue)'s camera Angle of attack to 337.00 over 0 seconds
    Camera - Pan camera for Player 1 (Red) to (Position of Murloc Huntsman 0075 <gen>) over 0 seconds
    Camera - Pan camera for Player 2 (Blue) to (Position of Murloc Huntsman 0075 <gen>) over 0 seconds
    -------- Sets Variables for Camera System --------
    Set ESCHasBeenPressed[1] = True
    Set ESCHasBeenPressed[2] = True
    -------- Sets Visibility for Intro --------
    Visibility - Disable black mask
    Visibility - Disable fog of war
brings Camera back to standard mode after intro Fly-By
Sets music list.
Intro Zoom
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Sound - Play Dark Victory
    Sound - Set the music list to Doom <gen>, starting with song 0
    Sound - Set the music list to BloodElfTheme <gen>, starting with song 0
    Wait 2.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 5.00 seconds
        Camera - Pan camera for (Picked player) to ((Picked player) start location) over 6.00 seconds
        Camera - Set (Picked player)'s camera Far Z to 99000.00 over 0 seconds
    Wait 4.00 game-time seconds
    Visibility - Enable fog of war
Creates Sun Rays in the morning
Day
  Events
    Game - The in-game time of day becomes Equal to 6.00
  Conditions
  Actions
    Environment - Remove (Last created weather effect)
    Environment - Create at (Playable map area) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
Removes Sun Rays and replaces them with Moon Rays
Night
  Events
    Game - The in-game time of day becomes Equal to 18.00
  Conditions
  Actions
    Sound - Use the Cityscape nighttime ambient theme
    Environment - Remove (Last created weather effect)
    Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
    Environment - Turn (Last created weather effect) On
Sets player Colors for chat messages in game.
Player Name Colors
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Set Player_Colors[1] = |cffff0000
    Set Player_Colors[2] = |cff0000ff
    Set Player_Colors[3] = |cff40e0d0
    Set Player_Colors[4] = |cff800080
    Set Player_Colors[5] = |cffffff00
    Set Player_Colors[6] = |cffffa500
    Set Player_Colors[8] = |cffff80ff
    Set Player_Colors[9] = |cffE45AAF
    Set Player_Colors[10] = |cffbcd2ee
    Set Player_Colors[11] = |cff006400
    Set Player_Colors[12] = |cffA52A2A
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Set name of (Player((Integer A))) to (Player_Colors[(Integer A)] + ((Name of (Player((Integer A)))) + |r))
TerrainArt\Ashenvale\Ashen_Dirt.blp
TerrainArt\Ashenvale\Ashen_DirtGrass.blp
TerrainArt\Ashenvale\Ashen_DirtRough.blp
TerrainArt\Ashenvale\Ashen_Grass.blp
TerrainArt\Ashenvale\Ashen_GrassLumpy.blp
TerrainArt\Ashenvale\Ashen_Leaves.blp
TerrainArt\Ashenvale\Ashen_Rock.blp
TerrainArt\Ashenvale\Ashen_Vines.blp
TerrainArt\Barrens\Barrens_Desert.blp
TerrainArt\Barrens\Barrens_DesertDark.blp
TerrainArt\Barrens\Barrens_Dirt.blp
TerrainArt\Barrens\Barrens_DirtGrass.blp
TerrainArt\Barrens\Barrens_DirtRough.blp
TerrainArt\Barrens\Barrens_Grass.blp
TerrainArt\Barrens\Barrens_Pebbles.blp
TerrainArt\Barrens\Barrens_Rock.blp
TerrainArt\Blight\Ashen_Blight.blp
TerrainArt\Blight\Barrens_Blight.blp
TerrainArt\Blight\Cave_Blight.blp
TerrainArt\Blight\Felwood_Blight.blp
TerrainArt\Blight\G_Blight.blp
TerrainArt\Blight\Lordf_Blight.blp
TerrainArt\Blight\Lords_Blight.blp
TerrainArt\Blight\Lordw_Blight.blp
TerrainArt\Blight\North_Blight.blp
TerrainArt\Blight\Village_Blight.blp
TerrainArt\Blight\VillageFall_Blight.blp
TerrainArt\Cityscape\City_BlackMarble.blp
TerrainArt\Cityscape\City_BrickTiles.blp
TerrainArt\Cityscape\City_Dirt.blp
TerrainArt\Cityscape\City_DirtRough.blp
TerrainArt\Cityscape\City_Grass.blp
TerrainArt\Cityscape\City_GrassTrim.blp
TerrainArt\Cityscape\City_RoundTiles.blp
TerrainArt\Cityscape\City_SquareTiles.blp
TerrainArt\Cityscape\City_WhiteMarble.blp
TerrainArt\Dalaran\Dalaran_BlackMarble.blp
TerrainArt\Dalaran\Dalaran_BrickTiles.blp
TerrainArt\Dalaran\Dalaran_Dirt.blp
TerrainArt\Dalaran\Dalaran_DirtRough.blp
TerrainArt\Dalaran\Dalaran_Grass.blp
TerrainArt\Dalaran\Dalaran_GrassTrim.blp
TerrainArt\Dalaran\Dalaran_RoundTiles.blp
TerrainArt\Dalaran\Dalaran_SquareTiles.blp
TerrainArt\Dalaran\Dalaran_WhiteMarble.blp
TerrainArt\Dungeon\Cave_Brick.blp
TerrainArt\Dungeon\Cave_DarkRocks.blp
TerrainArt\Dungeon\Cave_Dirt.blp
TerrainArt\Dungeon\Cave_GreyStones.blp
TerrainArt\Dungeon\Cave_Lava.blp
TerrainArt\Dungeon\Cave_LavaCracks.blp
TerrainArt\Dungeon\Cave_RedStones.blp
TerrainArt\Dungeon2\GGreyStones.blp
TerrainArt\Dungeon2\GLava.blp
TerrainArt\Dungeon2\GLavaCracks.blp
TerrainArt\Dungeon2\GRedStones.blp
TerrainArt\Dungeon2\GSquareTiles.blp
TerrainArt\Felwood\Felwood_Dirt.blp
TerrainArt\Felwood\Felwood_DirtRough.blp
TerrainArt\Felwood\Felwood_Grass.blp
TerrainArt\Felwood\Felwood_Leaves.blp
TerrainArt\Felwood\Felwood_Poison.blp
TerrainArt\Felwood\Felwood_Rock.blp
TerrainArt\Felwood\Felwood_Vines.blp
TerrainArt\LordaeronFall\Lordf_Dirt.blp
TerrainArt\LordaeronFall\Lordf_DirtGrass.blp
TerrainArt\LordaeronFall\Lordf_DirtRough.blp
TerrainArt\LordaeronFall\Lordf_Grass.blp
TerrainArt\LordaeronFall\Lordf_GrassDark.blp
TerrainArt\LordaeronFall\Lordf_Rock.blp
TerrainArt\LordaeronSummer\Lords_Dirt.blp
TerrainArt\LordaeronSummer\Lords_DirtGrass.blp
TerrainArt\LordaeronSummer\Lords_DirtRough.blp
TerrainArt\LordaeronSummer\Lords_Grass.blp
TerrainArt\LordaeronSummer\Lords_GrassDark.blp
TerrainArt\LordaeronSummer\Lords_Rock.blp
TerrainArt\LordaeronWinter\Lordw_Dirt.blp
TerrainArt\LordaeronWinter\Lordw_DirtRough.blp
TerrainArt\LordaeronWinter\Lordw_Grass.blp
TerrainArt\LordaeronWinter\Lordw_Rock.blp
TerrainArt\LordaeronWinter\Lordw_Snow.blp
TerrainArt\LordaeronWinter\Lordw_SnowGrass.blp
TerrainArt\Northrend\North_dirt.blp
TerrainArt\Northrend\North_dirtdark.blp
TerrainArt\Northrend\North_Grass.blp
TerrainArt\Northrend\North_ice.blp
TerrainArt\Northrend\North_rock.blp
TerrainArt\Northrend\North_Snow.blp
TerrainArt\Northrend\North_SnowRock.blp
TerrainArt\Nothing\nothing.blp
TerrainArt\Village\Village_CobblePath.blp
TerrainArt\Village\Village_Crops.blp
TerrainArt\Village\Village_Dirt.blp
TerrainArt\Village\Village_DirtRough.blp
TerrainArt\Village\Village_GrassShort.blp
TerrainArt\Village\Village_GrassThick.blp
TerrainArt\Village\Village_Rocks.blp
TerrainArt\Village\Village_StonePath.blp
TerrainArt\VillageFall\VillageFall_Blight.blp
TerrainArt\VillageFall\VillageFall_CobblePath.blp
TerrainArt\VillageFall\VillageFall_Crops.blp
Selects the unit the cam will follow
CameraUnit
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
  Conditions
  Actions
    Set CameraUnit[(Player number of (Triggering player))] = (Triggering unit)
    Trigger - Run Cam_Loop <gen> (checking conditions)
Enables Camera Mode or resets Players Cam.

Credits to the Flood. This piece came from his more advanced camera system.
ESCHasBeenPressed
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
  Actions
    -------- Looping Makes it Multi-User Interactive (MUI) --------
    For each (Integer A) from 1 to 2, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to (Player((Integer A)))
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ESCHasBeenPressed[(Integer A)] Equal to True
              Then - Actions
                -------- Note: The true false Booleens are backwards to allow this to find ESCPressed true the first time. --------
                Set PGroup = (Player group((Player((Integer A)))))
                Game - Display to PGroup for 3.00 seconds the text: |cffffcc00CameraMode|r: |cff00ff00On|r
                Set ESCHasBeenPressed[(Integer A)] = False
                Trigger - Run Cam_Loop <gen> (checking conditions)
                Custom script: call DestroyForce(udg_PGroup)
              Else - Actions
                Set PGroup = (Player group((Player((Integer A)))))
                Game - Display to PGroup for 3.00 seconds the text: |cffffcc00CameraMode|r: |cffff0000Off|r
                Camera - Reset camera for (Player((Player number of (Triggering player)))) to standard game-view over 1.00 seconds
                Camera - Set (Player((Player number of (Triggering player))))'s camera Far Z to 999000.00 over 0 seconds
                Set ESCHasBeenPressed[(Integer A)] = True
                Custom script: call DestroyForce(udg_PGroup)
          Else - Actions
Cam Loop
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 2, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ESCHasBeenPressed[(Integer A)] Equal to False
          Then - Actions
            Set temp_point[(Integer A)] = (Position of CameraUnit[(Integer A)])
            Camera - Lock camera target for (Player((Integer A))) to CameraUnit[(Integer A)], offset by (0, 0) using Default rotation
          Else - Actions
UpPressed
  Events
    Player - Player 1 (Red) Presses the Up Arrow key
    Player - Player 2 (Blue) Presses the Up Arrow key
  Conditions
    ESCHasBeenPressed[(Player number of (Triggering player))] Equal to False
  Actions
    Camera - Set (Player((Player number of (Triggering player))))'s camera Distance to target to ((Distance to target of (Current camera)) + 300.00) over 0.50 seconds
DownPressed
  Events
    Player - Player 1 (Red) Presses the Down Arrow key
    Player - Player 2 (Blue) Presses the Down Arrow key
  Conditions
    ESCHasBeenPressed[(Player number of (Triggering player))] Equal to False
  Actions
    Camera - Set (Player((Player number of (Triggering player))))'s camera Distance to target to ((Distance to target of (Current camera)) - 300.00) over 0.50 seconds
Sets up basic Multiboard structure
Multiboard New
  Events
    Time - Elapsed game time is 0.10 seconds
  Conditions
  Actions
    Multiboard - Clear (Last created multiboard)
    Multiboard - Create a multiboard with 2 columns and 8 rows, titled |cff008B8BMultiboard|r
    Set Multiboard = (Last created multiboard)
    Multiboard - Set the text for Multiboard item in column 1, row 1 to (Name of Player 1 (Red))
    Multiboard - Set the text for Multiboard item in column 1, row 3 to |cffFF9900Kills|r
    Multiboard - Set the text for Multiboard item in column 1, row 5 to (Name of Player 2 (Blue))
    Multiboard - Set the text for Multiboard item in column 1, row 7 to |cffFF9900Kills|r
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        -------- Loops Int A to make removing blank icons faster --------
        Multiboard - Set the display style for Multiboard item in column 1, row (Integer A) to Show text and Hide icons
        Multiboard - Set the display style for Multiboard item in column 2, row (Integer A) to Show text and Hide icons
        Multiboard - Set the width for Multiboard item in column 1, row (Integer A) to 7.00% of the total screen width
        Multiboard - Set the width for Multiboard item in column 2, row (Integer A) to 3.00% of the total screen width
    Multiboard - Set the display style for Multiboard item in column 1, row 3 to Show text and Show icons
    Multiboard - Set the display style for Multiboard item in column 1, row 7 to Show text and Show icons
    Multiboard - Set the icon for Multiboard item in column 2, row 3 to ReplaceableTextures\CommandButtons\BTNArcaniteMelee.blp
    Multiboard - Set the icon for Multiboard item in column 2, row 7 to ReplaceableTextures\CommandButtons\BTNArcaniteMelee.blp
    Multiboard - Show Multiboard
    Trigger - Turn on Multiboard_Refresh <gen>
Refreshes the numbers that change - here it's Kills but you could use food, gold, hero level whatever you like.
Multiboard Refresh
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Multiboard - Set the text for Multiboard item in column 2, row 3 to (String(Kills[1]))
    Multiboard - Set the text for Multiboard item in column 2, row 7 to (String(Kills[2]))
Simply counts kills saving the number as interger variables Kills[1] and Kills[2].
Replacing the index with a player number makes it easier and MUI.
Kill Count
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)