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Triggers
CC-nov0512.w3x
Variables
Initialization
Melee Initialization
camera Copy
unit creation
twelve
twelve Copy
twelve Copy 2
twelve Copy 3
twelve Copy 4
twelve Copy 5
twelve Copy 6
twelve Copy 6 Copy 3
twelve Copy 6 Copy
twelve Copy 6 Copy Copy
twelve Copy 6 Copy 2
six
six Copy
six Copy 2
six Copy 3
resources
peasant
abilities
income
income Copy
camera
alert
Capture gunpowder
victory NW
victory NW Copy
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
position
location
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Run melee AI scripts (for computer players)
camera Copy
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Quest - Create a Required quest titled Credits with the description Custom model Files by:Wandering SoulBlinkBoyUncle FesterskrabTalon the MageMechanical Man , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
Game - Display to (All players) for 60.00 seconds the text: Use Capture Ability |cffffcc00(Hotkey: U)|r to capture Resource Points such as Strong Points, Lumber Mill and Markets that would provide you with food, lumber, and gold.
Wait 65.00 seconds
Game - Display to (All players) for 30 seconds the text: Type -zoomout to get a far view of the battlefield
Wait 35.00 seconds
Game - Display to (All players) for 30 seconds the text: Type -income to view your current resource gathering rate
twelve
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Footman squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Footman for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Gendarme squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Gendarme for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 2
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Knight squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Knight for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 3
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Man-at-arms squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Man-at-arms for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 4
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Militia squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Militia for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 5
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Hand Gunner squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 6 . Hand Gunner for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 6
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Line Infantry squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Line Infantry for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 6 Copy 3
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Minuteman squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Minuteman for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 6 Copy
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Archer squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Archer for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 6 Copy Copy
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Arblaster squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Arblaster for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
twelve Copy 6 Copy 2
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Skirmisher squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 12 . Skirmisher for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
six
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Heavy Cavalry squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 6 . Heavy Cavalry for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
six Copy
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Harquebusier squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 6 . Harquebusier for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
six Copy 2
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Light Cavalry squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 6 . Light Cavalry for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
six Copy 3
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Peasant squad
Actions
Set Variable Set position = (Position of (Trained unit))
Unit - Create 3 . Peasant for (Owner of (Trained unit)) at position facing Default building facing degrees
Unit - Remove (Trained unit) from the game
Custom script: call RemoveLocation (udg_position)
peasant
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Set Player 1 (Red) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 1 (Red)) + ((Number of living Strong Point units owned by Player 2 (Blue)) + (Number of living Strong Point units owned by Player 3 (Teal))))))
Player - Set Player 2 (Blue) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 1 (Red)) + ((Number of living Strong Point units owned by Player 2 (Blue)) + (Number of living Strong Point units owned by Player 3 (Teal))))))
Player - Set Player 3 (Teal) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 1 (Red)) + ((Number of living Strong Point units owned by Player 2 (Blue)) + (Number of living Strong Point units owned by Player 3 (Teal))))))
Player - Set Player 5 (Yellow) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 5 (Yellow)) + ((Number of living Strong Point units owned by Player 6 (Orange)) + (Number of living Strong Point units owned by Player 7 (Green))))))
Player - Set Player 6 (Orange) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 5 (Yellow)) + ((Number of living Strong Point units owned by Player 6 (Orange)) + (Number of living Strong Point units owned by Player 7 (Green))))))
Player - Set Player 7 (Green) . Food cap to (15 + (24 x ((Number of living Strong Point units owned by Player 5 (Yellow)) + ((Number of living Strong Point units owned by Player 6 (Orange)) + (Number of living Strong Point units owned by Player 7 (Green))))))
Player - Add 15 to Player 1 (Red) . Current gold
Player - Add 15 to Player 2 (Blue) . Current gold
Player - Add 15 to Player 3 (Teal) . Current gold
Player - Add 15 to Player 4 (Purple) . Current gold
Player - Add 15 to Player 5 (Yellow) . Current gold
Player - Add 15 to Player 6 (Orange) . Current gold
Player - Add (15 x ((Number of living Trade Market units owned by Player 1 (Red)) + ((Number of living Trade Market units owned by Player 2 (Blue)) + (Number of living Trade Market units owned by Player 3 (Teal))))) to Player 1 (Red) . Current gold
Player - Add (15 x ((Number of living Trade Market units owned by Player 1 (Red)) + ((Number of living Trade Market units owned by Player 2 (Blue)) + (Number of living Trade Market units owned by Player 3 (Teal))))) to Player 2 (Blue) . Current gold
Player - Add (15 x ((Number of living Trade Market units owned by Player 1 (Red)) + ((Number of living Trade Market units owned by Player 2 (Blue)) + (Number of living Trade Market units owned by Player 3 (Teal))))) to Player 3 (Teal) . Current gold
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 1 (Red)) + ((Number of living Lumber Mill units owned by Player 2 (Blue)) + (Number of living Lumber Mill units owned by Player 3 (Teal))))) to Player 1 (Red) . Current lumber
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 1 (Red)) + ((Number of living Lumber Mill units owned by Player 2 (Blue)) + (Number of living Lumber Mill units owned by Player 3 (Teal))))) to Player 2 (Blue) . Current lumber
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 1 (Red)) + ((Number of living Lumber Mill units owned by Player 2 (Blue)) + (Number of living Lumber Mill units owned by Player 3 (Teal))))) to Player 3 (Teal) . Current lumber
Player - Add (15 x ((Number of living Trade Market units owned by Player 5 (Yellow)) + ((Number of living Trade Market units owned by Player 6 (Orange)) + (Number of living Trade Market units owned by Player 7 (Green))))) to Player 5 (Yellow) . Current gold
Player - Add (15 x ((Number of living Trade Market units owned by Player 5 (Yellow)) + ((Number of living Trade Market units owned by Player 6 (Orange)) + (Number of living Trade Market units owned by Player 7 (Green))))) to Player 6 (Orange) . Current gold
Player - Add (15 x ((Number of living Trade Market units owned by Player 5 (Yellow)) + ((Number of living Trade Market units owned by Player 6 (Orange)) + (Number of living Trade Market units owned by Player 7 (Green))))) to Player 7 (Green) . Current gold
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 5 (Yellow)) + ((Number of living Lumber Mill units owned by Player 6 (Orange)) + (Number of living Lumber Mill units owned by Player 7 (Green))))) to Player 5 (Yellow) . Current lumber
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 5 (Yellow)) + ((Number of living Lumber Mill units owned by Player 6 (Orange)) + (Number of living Lumber Mill units owned by Player 7 (Green))))) to Player 6 (Orange) . Current lumber
Player - Add (10 x ((Number of living Lumber Mill units owned by Player 5 (Yellow)) + ((Number of living Lumber Mill units owned by Player 6 (Orange)) + (Number of living Lumber Mill units owned by Player 7 (Green))))) to Player 7 (Green) . Current lumber
income
Events
Player - Player 1 (Red) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (Player group((Triggering player))) the text: (|cffffcc00Gold Income/10 seconds: |r + (String((15 + (15 x ((Number of living Trade Market units owned by Player 1 (Red)) + ((Number of living Trade Market units owned by Player 2 (Blue)) + (Number of living Trade Market units owned by Player 3 (Teal)))))))))
Game - Display to (Player group((Triggering player))) the text: (|cff32cd32Lumber Income/10 seconds: |r + (String((0 + (10 x ((Number of living Lumber Mill units owned by Player 1 (Red)) + ((Number of living Lumber Mill units owned by Player 2 (Blue)) + (Number of living Lumber Mill units owned by Player 3 (Teal)))))))))
income Copy
Events
Player - Player 5 (Yellow) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (Player group((Triggering player))) the text: (|cffffcc00Gold Income/10 seconds: |r + (String((15 + (15 x ((Number of living Trade Market units owned by Player 5 (Yellow)) + ((Number of living Trade Market units owned by Player 6 (Orange)) + (Number of living Trade Market units owned by Player 7 (Green)))))))))
Game - Display to (Player group((Triggering player))) the text: (|cff32cd32Lumber Income/10 seconds: |r + (String((0 + (10 x ((Number of living Lumber Mill units owned by Player 5 (Yellow)) + ((Number of living Lumber Mill units owned by Player 6 (Orange)) + (Number of living Lumber Mill units owned by Player 7 (Green)))))))))
camera
Events
Player - Player 1 (Red) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set (Triggering player) 's camera Distance to target to 3500.00 over 0 seconds
alert
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Capture (Neutral Hostile)
Actions
Game - Display to (Player group((Owner of (Target unit of ability being cast)))) the text: |cffff0000Resource Point Lost!!!|r
Set Variable Set position = (Position of (Casting unit))
Cinematic - Ping minimap for (Player group((Owner of (Target unit of ability being cast)))) at position for 5.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Custom script: call RemoveLocation (udg_position)
Capture gunpowder
Events
Unit - A unit Changes owner
Conditions
(Unit-type of (Triggering unit)) Equal to Saltpeter Vat original
Actions
Game - Display to (All players) the text: ((|cffff0000 + (Name of (Triggering player))) + captured the Saltpeter Vat!|r)
victory NW
Events
Unit - Castle 0038 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
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!
victory NW Copy
Events
Unit - Castle 0037 <gen> Dies
Conditions
Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
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