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Triggers
Chain of Command 2.0.w3x
Variables
Intro Stuff
Alliances
Music Enter
Instructions
Instructions 2
Instrucions 3
Blah Blah
General Death
Red
Blue
Captain Death
Green Captain
Yellow Captain
Orange Captain
Dark Green Captain
Teal Captain
Purple Captain
Beacons
Green
Yellow
Orange
Dark Green
Teal
Purple
General Vision
Red Vision
Blue Vision
AntiCaptain
Force Distribution
Green Force
Yellow Force
Orange Force
Dark Green Force
Teal Force
Purple Force
Reinforcements
Infantry
Engineer
Light Cavalry
Heavy Cavalry
Officers
Riflemen
Medics
Mortar Teams
Allow Reinforcements of type
Allow Mortars
Allow Riflemen
Allow Light C
Allow Heavy C
Force Fun
Rename Blue
Rename Teal
Rename Dark Green
Rename Purple
Rename Red
Rename Orange
Rename Yellow
Rename Green
Misc.
Engineer Money
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
Black
group
No
Demise
group
No
Jon
group
No
Veteran
item
No
ItemNull
Alliances
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Music Enter
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Play War2IntroMusic <gen>
Instructions
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Make sure to get heal first, it is essential for keeping your team alive, as well as your units.
Instructions 2
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Captains: Your general gives you your troops to utilize and destroy the other team's forces, but protect him for he is the key to your survival and if he dies your team loses.
Instrucions 3
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Generals: Make sure to get heal, for if all your captains die, your troops cant be used and are left sittiing with no AI. Yet for level 2 it may be a good idea to get divine shield so you cant be surrounded as easily.
Blah Blah
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled How to play with the description Captains: Obey your general, and utilize his commands, unless he comamnds otherwise. Don't let your hero die or you lose. Your goal is to kill the other team's general, but if u kill a captain that player loses and can't use his units anymore.Generals: Distribute your units among your captains and give them orders to follow, if you die you and your whole team loses. Be careful out there because you are the key to your team's survival. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Optional quest titled Misc. with the description Map by Bloody_Demise@azerothIf you have any comments, suggestions, complaints or even just want to say hi whisper me and ill consider what you have to say.Make sure to come visit Clan DSGI for updates on my map and to find out about some of the maps upcomming by the genious DarkShoGun, Maker of Parasite. Battle on Namek, and more! , using icon path ReplaceableTextures\CommandButtons\BTNShaman.blp
Quest - Create a Optional quest titled Clan DSGI with the description Clan DSGI (DarkShoGunInc) Clan of the great DarkShoGun come drop by for updates on many of his maps like Parasite and Battle on Namek, or come around and say hi. My map's progress may or may not have some future updates but if you wish to suggest something whisper me. , using icon path ReplaceableTextures\CommandButtons\BTNParasiteOn.blp
Quest - Create a Required quest titled Updates with the description Updates:Version 1.7:•Mobile Camp Model•Custom Loading Screen•Arcane Tower BuffVersion 1.6:•Icons for resources•Unit countVersion 1.5:•General's War Horn•Mobile CampVersion 1.4:•Fixed triggers•New mods•TerrainVersion 1.3:•Music added•Renaming PlayersVersion 1.2:•Slight terrain editVersion 1.1:•Slight terrain edit•Spawn bug fixed , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Quest - Create a Optional quest titled What are the flags for? with the description The Flags around the map are named places of the map so, you dont have to pin every single time, they give no bonuses and are just for show. , using icon path ReplaceableTextures\CommandButtons\BTNUndeadCaptureFlag.blp
Quest - Create a Required quest titled Credits with the description Special thanks to Teldrassil (AKA Teldybear) and Commander147 for all their help, and they have done a great part of work in this map. Also special thanks to the following for support and very, very, very heavy criticism: SLNR2, Belleraphone, Darkshogun, Supa_Monkey, ChopandScrew, Blacknine9090, Commander147, Teldrassil. xxmtgxx, knightofhades, GrAwr, Alzokor, TheMagicMaster, deathbychaos, Comper(Insane), and Dante_Black. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Red
Events
Unit - General of the Red Army 0000 <gen> Dies
Conditions
Actions
Sound - Play Heroic Victory .
Game - Defeat Player 1 (Red) 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 7 (Green) with the message: Defeat!
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Blue
Events
Unit - General of the Blue Army 0002 <gen> Dies
Conditions
Actions
Sound - Play Heroic Victory .
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Green Captain
Events
Unit - Captain of the Green Force 0003 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Yellow Captain
Events
Unit - Captain of the Yellow Force 0001 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Orange Captain
Events
Unit - Captain of the Orange Force 0046 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Dark Green Captain
Events
Unit - The Captain of the Dark Green Force 0007 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Teal Captain
Events
Unit - The Captain of the Teal Force 0005 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Purple Captain
Events
Unit - The Captain of the Purple Force 0006 <gen> Dies
Conditions
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
Green
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0010 <gen> to Player 7 (Green) and Change color
Yellow
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0009 <gen> to Player 5 (Yellow) and Change color
Orange
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0008 <gen> to Player 6 (Orange) and Change color
Dark Green
Events
Map initialization
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0013 <gen> to Player 11 (Dark Green) and Change color
Teal
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0012 <gen> to Player 3 (Teal) and Change color
Purple
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Change ownership of Circle of Power 0011 <gen> to Player 4 (Purple) and Change color
Red Vision
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red7 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red8 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Red9 <gen>
Blue Vision
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue7 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue8 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Blue9 <gen>
AntiCaptain
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players matching ((Matching player) Not equal to Player 1 (Red)).) and do (For Player 1 (Red), turn Shared vision Off toward (Picked player))
Player Group - Pick every player in (All players matching ((Matching player) Not equal to Player 2 (Blue)).) and do (For Player 2 (Blue), turn Shared vision Off toward (Picked player))
Green Force
Events
Unit - A unit enters Green_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 7 (Green) and Change color
Unit - Move (Triggering unit) instantly to (Center of Red_Distribution <gen>)
Yellow Force
Events
Unit - A unit enters Yellow_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 5 (Yellow) and Change color
Unit - Move (Triggering unit) instantly to (Center of Red_Distribution <gen>)
Orange Force
Events
Unit - A unit enters Orange_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Move (Triggering unit) instantly to (Center of Red_Distribution <gen>)
Dark Green Force
Events
Unit - A unit enters Dark_Green_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 11 (Dark Green) and Change color
Unit - Move (Triggering unit) instantly to (Center of Blue_Distribution <gen>)
Teal Force
Events
Unit - A unit enters Teal_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 3 (Teal) and Change color
Unit - Move (Triggering unit) instantly to (Center of Blue_Distribution <gen>)
Purple Force
Events
Unit - A unit enters Purple_Force <gen>
Conditions
Actions
Unit - Change ownership of (Triggering unit) to Player 4 (Purple) and Change color
Unit - Move (Triggering unit) instantly to (Center of Blue_Distribution <gen>)
Infantry
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 8 . Infantry for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 4 . Heavy Infantry for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 8 . Infantry for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Unit - Create 4 . Heavy Infantry for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Engineer
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Engineer for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Engineer for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Light Cavalry
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Light Cavalry for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 4 . Light Cavalry for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Heavy Cavalry
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Heavy Cavalry for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 4 . Heavy Cavalry for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Officers
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry Officer for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Crossbowman Officer for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Infantry Officer for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Cavalry Officer for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Crossbowman Officer for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Unit - Create 1 . Infantry Officer for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Riflemen
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Crossbowman for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 4 . Crossbowman for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Medics
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Medic for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 2 . Medic for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Mortar Teams
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Mortar Team for Player 1 (Red) at (Center of Red_Army <gen>) facing 270.00 degrees
Unit - Create 2 . Mortar Team for Player 2 (Blue) at (Center of Blue_Army <gen>) facing 270.00 degrees
Allow Mortars
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Trigger - Turn on Mortar_Teams <gen>
Allow Riflemen
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Trigger - Turn on Riflemen <gen>
Allow Light C
Events
Time - Elapsed game time is 240.00 seconds
Conditions
Actions
Trigger - Turn on Light_Cavalry <gen>
Allow Heavy C
Events
Time - Elapsed game time is 240.00 seconds
Conditions
Actions
Trigger - Turn on Heavy_Cavalry <gen>
Rename Blue
Events
Player - Player 2 (Blue) types a chat message containing -Rename Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 2 (Blue) to Blue General
Rename Teal
Events
Player - Player 2 (Blue) types a chat message containing -Rename Teal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 3 (Teal) to Teal Captain
Rename Dark Green
Events
Player - Player 2 (Blue) types a chat message containing -Rename Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 11 (Dark Green) to Dark Green Captain
Rename Purple
Events
Player - Player 2 (Blue) types a chat message containing -Rename Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 4 (Purple) to Purple Captain
Rename Red
Events
Player - Player 1 (Red) types a chat message containing -Rename Red (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 1 (Red) to Red General
Rename Orange
Events
Player - Player 1 (Red) types a chat message containing -Rename Orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 6 (Orange) to Orange Captain
Rename Yellow
Events
Player - Player 1 (Red) types a chat message containing -Rename Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 5 (Yellow) to Yellow Captain
Rename Green
Events
Player - Player 1 (Red) types a chat message containing -Rename Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set name of Player 7 (Green) to Green Captain
Engineer Money
Events
Unit - A unit Changes owner
Conditions
(Unit-type of (Triggering unit)) Equal to Engineer
Actions
Player - Add 500 to (Owner of (Triggering unit)) . Current gold
Player - Add 500 to (Owner of (Triggering unit)) . Current lumber
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