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Triggers
Bandit Breakout!.w3x
Variables
Initialization
Timer
Cutscene
Intro
Features
Mulah
Camera Reset
Camera Reset02
Camera Reset03
Camera Reset04
Camera Reset05
VillagerRun01
Spawning
Dead Units
Dead Units02
BruteDead
Win/Lose
Win
Lose
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
Timer01
timer
No
TimerWindow
timerdialog
No
Villager
unit
Yes
Timer
Events
Map initialization
Conditions
Actions
Countdown Timer - Start Timer01 as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for Timer01 with title Reinforcments:
Set Variable Set TimerWindow = (Last created timer window)
Wait 1.00 seconds
Countdown Timer - Show TimerWindow
Intro
Events
Map initialization
Conditions
Actions
Unit - Order Rioting prisoner 0026 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Rioting prisoner 0027 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Bandit Brute 0000 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Bandit Brute 0001 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Thief 0002 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Thief 0005 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Thief 0003 <gen> to Attack . Dungeon Gate 0012 <gen>
Unit - Order Thief 0004 <gen> to Attack . Dungeon Gate 0012 <gen>
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_001 for (Picked player) over 0 seconds)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_002 for (Picked player) over 12.00 seconds)
Cinematic - Send transmission to (All players) from Footman 0011 <gen> named Prison Guard : Play No sound and display The Prisoners are rioting!!! . Modify duration: Add 3.00 seconds and Wait
Wait 12.00 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 0.50 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 3 (Teal) over 0.50 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 4 (Purple) over 0.50 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 5 (Yellow) over 0.50 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 6 (Orange) over 0.50 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 7 (Green) over 0.50 seconds
Unit - Order (Random unit from (Random 10 units from (Units in Prison <gen>))) to Attack-Move To . (Position of (Random unit from (Units in (Entire map))))
Cinematic - Turn cinematic mode Off for (All players)
Visibility - Disable fog of war
Visibility - Disable black mask
Wait 12.00 seconds
Unit - Order (Random unit from (Random 10 units from (Units in Prison <gen>))) to Attack-Move To . (Position of (Random unit from (Units in (Entire map))))
Wait 12.00 seconds
Unit - Order (Random unit from (Random 10 units from (Units in Prison <gen>))) to Attack-Move To . (Position of (Random unit from (Units in (Entire map))))
Trigger - Turn on Spawning <gen>
Mulah
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current lumber)
Camera Reset
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 0.50 seconds
Camera Reset02
Events
Player - Player 3 (Teal) skips a cinematic sequence
Conditions
Actions
Camera - . Apply . gg_cam_Camera_004 for Player 3 (Teal) over 0.50 seconds
Camera Reset03
Events
Player - Player 4 (Purple) skips a cinematic sequence
Conditions
Actions
Camera - . Apply . gg_cam_Camera_005 for Player 4 (Purple) over 0.50 seconds
Camera Reset04
Events
Player - Player 5 (Yellow) skips a cinematic sequence
Conditions
Actions
Camera - . Apply . gg_cam_Camera_006 for Player 5 (Yellow) over 0.50 seconds
Camera Reset05
Events
Player - Player 6 (Orange) skips a cinematic sequence
Conditions
Actions
Camera - . Apply . gg_cam_Camera_007 for Player 6 (Orange) over 0.50 seconds
VillagerRun01
Events
Unit - A unit enters TriggerVilaggerRun01 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Trigger - Turn off (This trigger)
Destructible - Kill Building 0355 <gen>
Unit - Create 1 . Villager (Male) for Player 9 (Gray) at (Center of VillagerRun01 <gen>) facing Default building facing degrees
Set Variable Set Villager[1] = (Last created unit)
Unit - Turn collision for (Last created unit) Off .
Unit - Order (Last created unit) to Move To . (Center of RunTo01 <gen>)
Unit - Create 1 . Villager (Female) for Player 9 (Gray) at (Center of VillagerRun01 <gen>) facing Default building facing degrees
Set Variable Set Villager[2] = (Last created unit)
Unit - Turn collision for (Last created unit) Off .
Unit - Order (Last created unit) to Move To . (Center of RunTo02 <gen>)
Wait 3.00 seconds
Unit - Remove Villager[1] from the game
Unit - Remove Villager[2] from the game
Spawning
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Unit - Create 1 . (Unit-type of (Random unit from (Units owned by Player 2 (Blue).))) for Player 2 (Blue) at (Center of Spawn01 <gen>) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Items\AIam\AIamTarget.mdl
Unit - Create 1 . (Unit-type of (Random unit from (Units owned by Player 2 (Blue).))) for Player 2 (Blue) at (Center of Spawn02 <gen>) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Items\AIam\AIamTarget.mdl
Unit - Create 1 . (Unit-type of (Random unit from (Units owned by Player 2 (Blue).))) for Player 2 (Blue) at (Center of Spawn03 <gen>) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Items\AIam\AIamTarget.mdl
If ((City Entrance 0181 <gen> is dead) Equal to True) then do (Do nothing) else do (Skip remaining actions)
If ((City Entrance 0182 <gen> is dead) Equal to True) then do (Do nothing) else do (Skip remaining actions)
If ((City Entrance 0184 <gen> is dead) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Unit - Create 1 . Unarmed Prisoner (Male) for Player 2 (Blue) at (Center of Spawn04 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of MoveTo03 <gen>)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Items\AIam\AIamTarget.mdl
Unit - Create 1 . Unarmed Prisoner (Male) for Player 2 (Blue) at (Random point in Spawn05 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of MoveTo03 <gen>)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Items\AIam\AIamTarget.mdl
Dead Units
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Footman
Actions
Wait 2.00 seconds
Unit - Create 1 . Dead Footman for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Animation - Play (Last created unit) 's stand upgrade first animation
Unit - Make (Last created unit) Invulnerable
Unit - Add a 5.00 second Raise Dead expiration timer to (Last created unit)
Dead Units02
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Crossbowman
Actions
Wait 2.00 seconds
Unit - Create 1 . Dead Crossbowman for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Animation - Play (Last created unit) 's stand upgrade third animation
Unit - Make (Last created unit) Invulnerable
Unit - Add a 5.00 second Raise Dead expiration timer to (Last created unit)
BruteDead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Bandit Brute
Actions
Wait 2 seconds
Animation - Play (Dying unit) 's dissipate animation
Wait 3.00 seconds
Unit - Remove (Dying unit) from the game
Win
Events
Time - Timer01 expires
Conditions
Actions
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Victory Player 3 (Teal) ( Skip dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Skip dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Skip dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Skip dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Skip dialogs, Show scores)
Lose
Events
Time - Every 5.00 seconds of game time
Conditions
And - All (Conditions) are true
Conditions
(Count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0
(Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
(Count structures controlled by Player 5 (Yellow) (Include incomplete structures)) Equal to 0
(Count structures controlled by Player 6 (Orange) (Include incomplete structures)) Equal to 0
(Count structures controlled by Player 4 (Purple) (Include incomplete structures)) Equal to 0
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Victory Player 2 (Blue) ( Skip dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
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