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Triggers
Archeological Dig.w3x
Variables
Initialization
Melee Initialization
Item Finds
Ok Items
Good Items
Rare Items
Epic Items
Awsome Items
Get Item
Ok
Good
Rare
Epic
Awsome
Visuals
Multiboard
Change Values
Timer
Outcome
Win
Ability
Ability
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
AwsomeItems
integer
No
EpicItems
integer
No
GoodItems
integer
No
Leaderboard
leaderboard
No
OkItems
integer
No
RareItems
integer
No
Timer
timer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Player Group - Pick every player in (All players) and do (Make (Picked player) treat (Picked player) as an Ally)
Melee Game - Use melee time of day (for all players)
Quest - Create a Required quest titled Item Types with the description These are the item types -- Ok- Good- Rare- Epic- Awsome , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Ok Items
Events
Conditions
Actions
Wait 6.00 seconds
Set Variable Set OkItems = (Random integer number between 1 and 10)
If (OkItems Equal to 1) then do (Run Ok <gen> (ignoring conditions)) else do (Do nothing)
If (OkItems Equal to 2) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 3) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 4) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 5) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 6) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 7) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 8) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 9) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (OkItems Equal to 10) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
Animation - Reset (Triggering unit) 's animation
Good Items
Events
Conditions
Actions
Wait 6.00 seconds
Set Variable Set GoodItems = (Random integer number between 1 and 10)
If (GoodItems Equal to 1) then do (Run Good <gen> (ignoring conditions)) else do (Do nothing)
If (GoodItems Equal to 2) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 3) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 4) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 5) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 6) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 7) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 8) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 9) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (GoodItems Equal to 10) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
Animation - Reset (Triggering unit) 's animation
Rare Items
Events
Conditions
Actions
Wait 6.00 seconds
Set Variable Set RareItems = (Random integer number between 1 and 10)
If (RareItems Equal to 1) then do (Run Rare <gen> (ignoring conditions)) else do (Do nothing)
If (RareItems Equal to 2) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 3) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 4) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 5) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 6) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 7) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 8) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 9) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (RareItems Equal to 10) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
Animation - Reset (Triggering unit) 's animation
Epic Items
Events
Conditions
Actions
Wait 6.00 seconds
Set Variable Set EpicItems = (Random integer number between 1 and 10)
If (EpicItems Equal to 1) then do (Run Epic <gen> (ignoring conditions)) else do (Do nothing)
If (EpicItems Equal to 2) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 3) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 4) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 5) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 6) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 7) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 8) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 9) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (EpicItems Equal to 10) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
Animation - Reset (Triggering unit) 's animation
Awsome Items
Events
Conditions
Actions
Wait 6.00 seconds
Set Variable Set AwsomeItems = (Random integer number between 1 and 10)
If (AwsomeItems Equal to 1) then do (Run Awsome <gen> (ignoring conditions)) else do (Do nothing)
If (AwsomeItems Equal to 2) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 3) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 4) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 5) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 6) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 7) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 8) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 9) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
If (AwsomeItems Equal to 10) then do (Display to (Player group((Owner of (Triggering unit)))) the text: You Found Nothing!) else do (Do nothing)
Animation - Reset (Triggering unit) 's animation
Ok
Events
Conditions
Actions
Item - Create Ok Item at (Random point in (Playable map area))
Wait 0.50 seconds
Hero - Give (Last created item) to (Triggering unit)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You Found an Ok Item!
Good
Events
Conditions
Actions
Item - Create Good Item at (Random point in (Playable map area))
Wait 0.50 seconds
Hero - Give (Last created item) to (Triggering unit)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You Found a Good Item!
Rare
Events
Conditions
Actions
Item - Create Rare Item at (Random point in (Playable map area))
Wait 0.50 seconds
Hero - Give (Last created item) to (Triggering unit)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You Found a Rare Item!
Epic
Events
Conditions
Actions
Item - Create Epic Item at (Random point in (Playable map area))
Wait 0.50 seconds
Hero - Give (Last created item) to (Triggering unit)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You Found an Epic Item!
Awsome
Events
Conditions
Actions
Item - Create Awsome Item at (Random point in (Playable map area))
Wait 0.50 seconds
Hero - Give (Last created item) to (Triggering unit)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You Found an Awsome Item!
Multiboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Gold
Set Variable Set Leaderboard = (Last created leaderboard)
Leaderboard - Show (Last created leaderboard)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value (Player 1 (Red) Current gold)) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value (Player 2 (Blue) Current gold)) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value (Player 3 (Teal) Current gold)) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value (Player 4 (Purple) Current gold)) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value (Player 5 (Yellow) Current gold)) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value (Player 6 (Orange) Current gold)) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Add Player 7 (Green) to (Last created leaderboard) with label (Name of Player 7 (Green)) and value (Player 7 (Green) Current gold)) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value (Player 8 (Pink) Current gold)) else do (Do nothing)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Change Values
Events
Time - Every 2 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to (Player 1 (Red) Current gold)
Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to (Player 2 (Blue) Current gold)
Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to (Player 3 (Teal) Current gold)
Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to (Player 4 (Purple) Current gold)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to (Player 5 (Yellow) Current gold)
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to (Player 6 (Orange) Current gold)
Leaderboard - Change the value for Player 7 (Green) in (Last created leaderboard) to (Player 7 (Green) Current gold)
Leaderboard - Change the value for Player 8 (Pink) in (Last created leaderboard) to (Player 8 (Pink) Current gold)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Timer
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for Timer with title Time Left
Countdown Timer - Start Timer as a One-shot timer that will expire in 1200.00 seconds
Set Variable Set Timer = (Last started timer)
Win
Events
Time - Timer expires
Conditions
Actions
Game - Display to (All players) the text: (The Winner is + (String((Position of (Player in position 1 of Leaderboard.) in Leaderboard))))
Wait 2.00 seconds
Game - Display to (All players) the text: come on you know you want to, rehost the map and try and beat your opponents!
Wait 30.00 seconds
Game - Victory (Player in position 1 of Leaderboard.) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players) and do (Defeat (Picked player) with the message: Defeat!)
Ability
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dig
Actions
Animation - Play (Triggering unit) 's stand work animation
-------- Start Area --------
If ((Start_Area <gen> contains (Triggering unit)) Equal to True) then do (Order (Triggering unit) to Stop.) else do (Do nothing)
-------- Awsome Items --------
If ((Awsome_Items_2 <gen> contains (Triggering unit)) Equal to True) then do (Run Awsome_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Awsome_Items <gen> contains (Triggering unit)) Equal to True) then do (Run Awsome_Items <gen> (ignoring conditions)) else do (Do nothing)
-------- Epic Items --------
If ((Epic_Items_2 <gen> contains (Triggering unit)) Equal to True) then do (Run Epic_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Epic_Items <gen> contains (Triggering unit)) Equal to True) then do (Run Epic_Items <gen> (ignoring conditions)) else do (Do nothing)
-------- Rare Items --------
If ((Rare_Items_3 <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Rare_Items_4 <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Rare_Items_5 <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Rare_Items <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Rare_items_1 <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Rare_items_2 <gen> contains (Triggering unit)) Equal to True) then do (Run Rare_Items <gen> (ignoring conditions)) else do (Do nothing)
-------- Good Items --------
If ((Good_Items_1 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_10 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_2 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_3 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_4 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_5 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_6 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_7 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_8 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Good_Items_9 <gen> contains (Triggering unit)) Equal to True) then do (Run Good_Items <gen> (ignoring conditions)) else do (Do nothing)
-------- Ok Items --------
If ((Ok_Items_10 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_11 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_2 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_3 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_5 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_6 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items_9 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_Items <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_items_4 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((Ok_items_7 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((ok_items_1 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
If ((ok_items_8 <gen> contains (Triggering unit)) Equal to True) then do (Run Ok_Items <gen> (ignoring conditions)) else do (Do nothing)
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