Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Defense of the last castle.w3x
Variables
Levels
Level 01
Level 02
Level 03
Level 04
Level 05
Level 06
Level 07
Level 08
Level 09
Level 10
Victory Defeat
Deafeat
Victory
Initiating Map
Quest Update
Starting Gold
Bounty
Level Notice
Red Visible
Music
Blue Visible
Teal Visible
Spells
Holy Whirlwind
Death Wave
Name
Type
is_array
initial_value
Bounty
integer
Yes
0
i
integer
No
2
pointer
integer
No
timer
timer
No
Zelis
unit
No
UnitNull
Level 01
Events
Time - Elapsed game time is 45.00 seconds
Conditions
Actions
Set Variable Set i = "0"
Set Variable Set Bounty[i] = "2"
Unit - Create 30 . Footman for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Level One: 30 Footmen
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_02 <gen>
Level 02
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Unit - Create 30 . Level 2 for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Level Two: 30 Captains
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_03 <gen>
Level 03
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Unit - Create 30 . Horseman for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Level Three : 30 Horsemen
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_04 <gen>
Level 04
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Unit - Create 30 . Uruk-Hai Warrior for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Level Four: 30 Uruk-Hai's
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_05 <gen>
Level 05
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Unit - Create 1 . Boss 1: Commander (Possessed) for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Game - Display to (All players) the text: WARNING WARNING!! Enemy commander APPROACHING
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_06 <gen>
Level 06
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Game - Display to (All players) the text: 100 Extra gold for completeing level 5
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Set Variable Set i = "1"
Wait 1.00 seconds
Game - Display to (All players) the text: Level 06: 30 Elite Squires
Unit - Create 30 . Elite Squires for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_07 <gen>
Level 07
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Game - Display to (All players) the text: Level 07: 30 Taurens
Unit - Create 30 . Tauren for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_08 <gen>
Level 08
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Game - Display to (All players) the text: Level 08: 30 Blood Elf Lieutenants
Unit - Create 30 . Blood Elf Lieutenant for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_09 <gen>
Level 09
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Set Variable Set i = "1"
Wait 1.00 seconds
Game - Display to (All players) the text: Level 09: Out-Of-Ammo Riflemen
Unit - Create 30 . Out-Of-Ammo-Rifleman for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Trigger - Turn on Level_10 <gen>
Level 10
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(All units of (Units owned by Player 5 (Yellow).) are dead) Equal to True
Actions
Game - Display to (All players) the text: Bounty Increased.
Set Variable Set i = "2"
Wait 1.00 seconds
Game - Display to (All players) the text: Level 10: Rock Contraptions
Unit - Create 30 . Rock Contraption for Player 5 (Yellow) at (Center of Unit_Spawns <gen>) facing Default building facing degrees
Wait 2 seconds
Unit Group - Pick every unit in (Units in Unit_Spawns <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Pwnage_King_attack_him <gen>))
Trigger - Turn off (This trigger)
Deafeat
Events
Unit - King Terenas 0000 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: I'm Sorry, Terenas has died and the world of loderon stands no chance aganst their enemies. You have failed me and the earth.
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Oh no! They've made it through! RUN FOR YOUR LIVES!
Game - Defeat Player 2 (Blue) with the message: Oh no! They've made it through! RUN FOR YOUR LIVES!
Game - Defeat Player 3 (Teal) with the message: Oh no! They've made it through! RUN FOR YOUR LIVES!
Victory
Events
Conditions
Actions
Quest Update
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled How to play with the description This map is really simple.You select a hero, and train units or buy items for your hero to defend the castle from a relentless attack, hopefully if King Terenas doesn't die, and you finish the final level, you will be treated to an ending cinematic (undecided as well).-Basic Strategy for 0.40 Alpha--Get either Korales, Zelis or Enemisses, get "Aura of Hope" for Korales, or "Pre-Perception" for Zelis, or get "Holy whirlwind" for enemisses.When playing Zelis, get Death Wave immediately when you hit level 6, it is just awesome ^_^.Buy excaliburs until your inventory is full, then work on buying Strength tomes and tomes for your primary attribute, buy a few Foot Knights and archers and you'll be set for game. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version History with the description Version .10 Alpha:Added 2 levels, gave heroes basic custom abilitiesVersion 0.20 Alpha: 9 Levels total, 3 heroes with custom abilities, new items.Version 0.30 Alpha:Terrain fixing, balancing, better trigger effeciency, 10 levels, new items, added purple into the game.Version 0.40 Alpha, did some fixing on pathing, terrain fixing, now beginning to do custom trigger-based spells for all heroes.What to expect in 0.50 Alpha: More custom trigger spells, tons more items, at least 5 new levels, 3 heroes, fully balanced and ready to play, a few new testable heroes, more units from the castle barracks.----Enemisses----~Enjoy! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Starting Gold
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: +100 Gold for map start.
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Bounty
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Actions
Player - Add Bounty[pointer] to (Owner of (Killing unit)) . Current gold
Level Notice
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: All levels start once the last one is finished. You have 45 seconds to be ready for level 1.
Red Visible
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Music
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Play Doom <gen>
Blue Visible
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
Teal Visible
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
Holy Whirlwind
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Holy Whirlwind (Enemisses)
Actions
Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 750.00 at (Target point of ability being cast) , dealing 450.00 damage of attack type Spells and damage type Normal
Environment - Create a 4 second Normal ripple deformation at (Position of (Triggering unit)) with starting radius 200.00 , ending radius 1024 , and depth 80.00 , using 1.00 second ripples spaced 512 apart
Death Wave
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Death Wave (Zelis)
Actions
Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 1000.00 at (Position of (Target unit of ability being cast)) , dealing 800.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Wait 0.30 seconds
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Wait 0.30 seconds
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
Wait 5.00 seconds
Special Effect - Destroy (Last created special effect)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.