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Triggers
Deforestation v.1.0.w3x
Variables
Initialization
Melee Initialization
Multiplayer
Player 2
Player 3
Secondary Player Lumber Bonus
Hints
Avenger hint
Gold hint
Resources
Starting Money
First Lumber
Second Lumber
Enemy Movement
Dragon
Avenger
Defenders
Nemesis
Ghost
Hippo1
Hippo2
Hippo3
Hippo4
Hippo5
Attack squad 1
Attack squad 2
Attack squad 3
Gates etc.
First Gate Open
Gate Closed
Gate Opened
Music
Stop
music1
music2
music3
music4
Basic
Protectors
Info
Victory
Defeat
Unit Creation
Lumberjack
Chaos Warlock
Chaos Grunt
Chaos Master
Chaos Raider
Dread Knights
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
Gate
real
No
TeamUp
real
No
Workshop
unit
No
UnitNull
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 - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Player 2
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Scout for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . Great Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . Builder for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 3 . Elven Harvester for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . Human Harvester for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Player 3
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Scout for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . Great Hall for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . Builder for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 2 . Chaos Orc Harvester for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . Orc Harvester for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Secondary Player Lumber Bonus
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: You got some lumber.
Sound - Play IllidanMorphedPissed6 <gen>
Player - Add 4000 to Player 3 (Teal) . Current lumber
Player - Add 4000 to Player 5 (Yellow) . Current lumber
Avenger hint
Events
Time - Every 360.00 seconds of game time
Conditions
(Avenger 0090 <gen> is alive) Equal to True
Actions
Game - Display to (All players) the text: The Avenger awaits south of the Great Forest, you have to kill him to open the first gate leading to the elves. Make sure you have a vast army.
Gold hint
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: You can gather gold with your builder.
Starting Money
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 700
Player - Set Player 3 (Teal) . Current lumber to 1200
Player - Set Player 5 (Yellow) . Current lumber to 1200
First Lumber
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Player - Add 700 to Player 1 (Red) . Current lumber
Sound - Play EvilArthasPissed5 <gen>
Second Lumber
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Player - Add 700 to Player 1 (Red) . Current lumber
Sound - Play EvilArthasPissed5 <gen>
Dragon
Events
Time - Elapsed game time is 4440.00 seconds
Conditions
Actions
Unit - Order Dragon 0229 <gen> to Attack-Move To . (Center of Your_Base <gen>)
Sound - Play WarlordReady1 <gen>
Game - Display to (All players) the text: An immence force aproches...
Avenger
Events
Unit - Mountain Giant 0072 <gen> Dies
Conditions
Actions
Unit - Order Avenger 0090 <gen> to Patrol To . (Center of Close_Gate <gen>)
Sound - Play ShadowHunterPissed5 <gen>
Defenders
Events
Unit - Ancient Protector 0068 <gen> Dies
Conditions
Actions
Unit Group - Order (Units in Defenders2 <gen>) to Patrol To . (Center of Close_Gate <gen>)
Sound - Play ShadowHunterPissed5 <gen>
Nemesis
Events
Time - Elapsed game time is 360.00 seconds
Unit - A unit enters nemesis_go <gen>
Conditions
Actions
Unit Group - Order (Units in nemesis_go <gen>) to Patrol To . (Center of nemesis_come <gen>)
Sound - Play ShadowHunterPissed5 <gen>
Ghost
Events
Time - Elapsed game time is 120.00 seconds
Unit - A unit enters ghost_go <gen>
Conditions
Actions
Unit Group - Order (Units in ghost_go <gen>) to Patrol To . (Center of Ghost_come <gen>)
Sound - Play ShadowHunterPissed5 <gen>
Hippo1
Events
Time - Elapsed game time is 1080.00 seconds
Conditions
Actions
Unit - Order Hippogryph Rider 0078 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0077 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0079 <gen> to Patrol To . (Center of Your_Base <gen>)
Sound - Play ShadowHunterPissed9 <gen>
Hippo2
Events
Time - Elapsed game time is 1620.00 seconds
Conditions
Actions
Unit - Order Hippogryph Rider 0086 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0084 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0085 <gen> to Patrol To . (Center of Your_Base <gen>)
Sound - Play ShadowHunterPissed9 <gen>
Hippo3
Events
Time - Elapsed game time is 2160.00 seconds
Conditions
Actions
Unit - Order Hippogryph Rider 0089 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0088 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0087 <gen> to Patrol To . (Center of Your_Base <gen>)
Sound - Play ShadowHunterPissed9 <gen>
Hippo4
Events
Time - Elapsed game time is 2700.00 seconds
Conditions
Actions
Unit - Order Hippogryph Rider 0076 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0074 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0075 <gen> to Patrol To . (Center of Your_Base <gen>)
Sound - Play ShadowHunterPissed9 <gen>
Hippo5
Events
Time - Elapsed game time is 3240.00 seconds
Conditions
Actions
Unit - Order Hippogryph Rider 0083 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0080 <gen> to Patrol To . (Center of Your_Base <gen>)
Unit - Order Hippogryph Rider 0082 <gen> to Patrol To . (Center of Your_Base <gen>)
Sound - Play ShadowHunterPissed9 <gen>
Attack squad 1
Events
Unit - A unit enters squad_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit Group - Order (Units in Attack_squad_1 <gen>) to Attack-Move To . (Player 1 (Red) start location)
Attack squad 2
Events
Unit - A unit enters squad_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit Group - Order (Units in Attack_squad_2 <gen>) to Attack-Move To . (Player 1 (Red) start location)
Attack squad 3
Events
Unit - A unit enters squad_3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit Group - Order (Units in Attack_squad_3 <gen>) to Attack-Move To . (Player 1 (Red) start location)
First Gate Open
Events
Unit - Avenger 0090 <gen> Dies
Conditions
Actions
Destructible - Open Entangle 1697 <gen>
Gate Closed
Events
Unit - A unit leaves Close_Gate <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Gate Equal to 1.00
Actions
Destructible - Close Fear Aura 0072 <gen>
Game - Display to (All players) the text: The gate was closed...
Set Variable Set Gate = "0.00"
Gate Opened
Events
Unit - A unit leaves Open_Gate <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Gate Equal to 0.00
Actions
Destructible - Open Fear Aura 0072 <gen>
Unit Group - Pick every unit in (Units in Defenders <gen>) and do (Order (Units in Defenders <gen>) to Patrol To.(Center of Close_Gate <gen>))
Game - Display to (All players) the text: The gate was opened...
Set Variable Set Gate = "1.00"
Stop
Events
Player - Player 1 (Red) types a chat message containing -musicstop (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Stop music Immediately
music1
Events
Player - Player 1 (Red) types a chat message containing -music1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play BloodElfTheme <gen>
music2
Events
Player - Player 1 (Red) types a chat message containing -music2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play OrcTheme <gen>
music3
Events
Player - Player 1 (Red) types a chat message containing -music3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play Orc3 <gen>
music4
Events
Player - Player 1 (Red) types a chat message containing -music4 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play NightElf1 <gen>
Protectors
Events
Map initialization
Conditions
Actions
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 4 (Purple) as an Ally
Player Group - Make Player Group - Player 4 (Purple) treat Player Group - Player 6 (Orange) as an Ally
Info
Events
Player - Player 1 (Red) types a chat message containing -info (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Change the music by writing: -music#Stop it with: -musicstopYou lose if the Red player's Great Hall is destroyed.
Victory
Events
Unit - Tree of Eternity 0081 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Defeat!
Defeat
Events
Unit - Great Hall 0001 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: This war was over before it even began, fool!
Game - Defeat Player 5 (Yellow) with the message: This war was over before it even began, fool!
Game - Defeat Player 3 (Teal) with the message: This war was over before it even began, fool!
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Lumberjack
Events
Time - Elapsed game time is 210.00 seconds
Conditions
Actions
Unit - Create 2 . Lumberjack for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Reinforcements have arrived!
Sound - Play VarimathrasPissed8 <gen>
Chaos Warlock
Events
Time - Elapsed game time is 720.00 seconds
Conditions
Actions
Unit - Create 1 . Chaos Warlock for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Reinforcements have arrived!
Sound - Play VarimathrasPissed8 <gen>
Chaos Grunt
Events
Time - Elapsed game time is 720.00 seconds
Conditions
Actions
Unit - Create 1 . Chaos Grunt for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Sound - Play VarimathrasPissed8 <gen>
Chaos Master
Events
Time - Elapsed game time is 1440.00 seconds
Conditions
Actions
Unit - Create 1 . Chaos Lord for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Reinforcements have arrived!
Sound - Play VarimathrasPissed8 <gen>
Chaos Raider
Events
Time - Elapsed game time is 1440.00 seconds
Conditions
Actions
Unit - Create 1 . Chaos Raider for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Sound - Play VarimathrasPissed8 <gen>
Dread Knights
Events
Time - Elapsed game time is 2400.00 seconds
Conditions
Actions
Unit - Create 2 . Dread Knight for Player 1 (Red) at (Position of Great Hall 0001 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Reinforcements have arrived!
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