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Triggers
AOS of Destruction beta.w3x
Variables
Initialization
Init
Spawning
=====Brown======
Spawn Brown Middle
Spawn Brown Down
Spawn Brown Up
Attack Middle 1
Attack Down 1
Attack Up 1
==============
Attack Middle 2
Attack Down 2
Attack Up 2
======Orange=====
Spawn Orange Middle
Spawn Orange Down
Spawn Orange Up
Attack Middle 3
Attack Down 3
Attack Up 3
Victory Conditions
Victory Orange
Brown Victory
Hero Picking
Orange Pick
Brown Pick
Go to Fountains
Go Orange
Go Brown
Return
Revive
Revive Timer
Name
Type
is_array
initial_value
Dieing_Hero
unit
Yes
Revive
timer
Yes
Init
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 425)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 100)
Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 5)
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (Pan camera for (Picked player) to (Center of Orange <gen>) over 0 seconds)
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Pan camera for (Picked player) to (Center of Brown <gen>) over 0 seconds)
Floating Text - Create floating text that reads Step here to go to fountains and shops at (Center of Go_to_Fountains_Brown <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 30.00 %, 55.00 %), and 0 % transparency
Floating Text - Create floating text that reads Step here to go to fountains and shops at (Center of Go_to_Fountains_Orange <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 30.00 %, 55.00 %), and 0 % transparency
Spawn Brown Middle
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0002 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 12 (Brown) at (Center of Spawn_Brown_Middle <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 12 (Brown) at (Center of Spawn_Brown_Middle <gen>) facing Default building facing degrees
Spawn Brown Down
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0002 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 12 (Brown) at (Center of Spawn_Brown_Down <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 12 (Brown) at (Center of Spawn_Brown_Down <gen>) facing Default building facing degrees
Spawn Brown Up
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0002 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 12 (Brown) at (Center of Spawn_Brown_Up <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 12 (Brown) at (Center of Spawn_Brown_Up <gen>) facing Default building facing degrees
Attack Middle 1
Events
Unit - A unit enters Spawn_Brown_Middle <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Middle <gen>)
Attack Down 1
Events
Unit - A unit enters Spawn_Brown_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Attack_Down <gen>)
Attack Up 1
Events
Unit - A unit enters Spawn_Brown_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Attack_Up <gen>)
Attack Middle 2
Events
Unit - A unit enters Middle <gen>
Conditions
Actions
If ((Owner of (Triggering unit)) Equal to Player 12 (Brown)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Orange_Middle <gen>)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Brown_Middle <gen>)) else do (Do nothing)
Attack Down 2
Events
Unit - A unit enters Attack_Down <gen>
Conditions
Actions
If ((Owner of (Triggering unit)) Equal to Player 12 (Brown)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Orange_Down <gen>)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Brown_Down <gen>)) else do (Do nothing)
Attack Up 2
Events
Unit - A unit enters Attack_Up <gen>
Conditions
Actions
If ((Owner of (Triggering unit)) Equal to Player 12 (Brown)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Orange_Up <gen>)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Order (Triggering unit) to Attack-Move To.(Center of Spawn_Brown_Up <gen>)) else do (Do nothing)
Spawn Orange Middle
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0001 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 6 (Orange) at (Center of Spawn_Orange_Middle <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 6 (Orange) at (Center of Spawn_Orange_Middle <gen>) facing Default building facing degrees
Spawn Orange Down
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0001 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 6 (Orange) at (Center of Spawn_Orange_Down <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 6 (Orange) at (Center of Spawn_Orange_Down <gen>) facing Default building facing degrees
Spawn Orange Up
Events
Time - Every 30.00 seconds of game time
Conditions
(Castle 0001 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Swordsman for Player 6 (Orange) at (Center of Spawn_Orange_Up <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 6 (Orange) at (Center of Spawn_Orange_Up <gen>) facing Default building facing degrees
Attack Middle 3
Events
Unit - A unit enters Spawn_Orange_Middle <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Middle <gen>)
Attack Down 3
Events
Unit - A unit enters Spawn_Orange_Down <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Attack_Down <gen>)
Attack Up 3
Events
Unit - A unit enters Spawn_Orange_Up <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Attack_Up <gen>)
Victory Orange
Events
Unit - Castle 0002 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Defeat (Picked player) with the message: Defeat!)
Brown Victory
Events
Unit - Castle 0001 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (Defeat (Picked player) with the message: Defeat!)
Orange Pick
Events
Unit - A unit enters Orange <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Spawn_Orange_Middle <gen>)
Player - Limit training of Heroes to 0 for (Owner of (Triggering unit))
Brown Pick
Events
Unit - A unit enters Brown <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Spawn_Brown_Middle <gen>)
Player - Limit training of Heroes to 0 for (Owner of (Triggering unit))
Go Orange
Events
Unit - A unit enters Go_to_Fountains_Orange <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Fountains <gen>)
Unit - Make (Triggering unit) Invulnerable
Unit - Add Permanent Invisibility to (Triggering unit)
Go Brown
Events
Unit - A unit enters Go_to_Fountains_Brown <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Fountains <gen>)
Unit - Make (Triggering unit) Invulnerable
Unit - Add Permanent Invisibility to (Triggering unit)
Return
Events
Unit - A unit enters Return_to_Base <gen>
Conditions
Actions
If (((Triggering unit) belongs to an ally of Player 6 (Orange).) Equal to True) then do (Move (Triggering unit) instantly to (Center of Return_Orange <gen>)) else do (Move (Triggering unit) instantly to (Center of Return_Brown <gen>))
Unit - Make (Triggering unit) Vulnerable
Unit - Remove Permanent Invisibility from (Triggering unit)
Revive Timer
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) belongs to an ally of Player 6 (Orange).) Equal to True
Then - Actions
Game - Display to Player Group - Player 1 (Red) the text: (Your hero will revive in + (String(((Hero level of (Triggering unit)) x 4))))
Wait ((Real((Level of (Triggering unit)))) x 4.00) seconds
Hero - Instantly revive (Triggering unit) at (Center of Return_Orange <gen>) , Show revival graphics
Else - Actions
Game - Display to Player Group - Player 1 (Red) the text: (Your hero will revive in + (String(((Hero level of (Triggering unit)) x 4))))
Wait ((Real((Level of (Triggering unit)))) x 4.00) seconds
Hero - Instantly revive (Triggering unit) at (Center of Return_Brown <gen>) , Show revival graphics
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