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Triggers
Fire Fight Mission One.w3x
Variables
Initialization
Melee Initialization
Victory
Defeat
camera fix
Bunker Load
Fog
god mode
Quest
Patrols
Bunker
Music Copy
Music
Forts
Units
Assault Rifle
Medic
Builder
Commando
Sniper Rifle
Rocket Launcher
Enemy Spawn Copy
Enemy Spawn Copy Copy
Spawn Wave Copy
Name
Type
is_array
initial_value
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Player - Set Player 1 (Red) . Current gold to 45
Player - Set Player 2 (Blue) . Current gold to 45
Player - Set Player 3 (Teal) . Current gold to 1000000000
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Game - Hide creep camps on the minimap .
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Set (Picked player) 's camera Field of view to 3000.00 over 1.00 seconds
Victory
Events
Unit - Head Quarters 0177 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Defeat
Events
Unit - Head Quarters 0170 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
camera fix
Events
Player - Player 1 (Red) types a chat message containing -fixcam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Set (Picked player) 's camera Field of view to 3000.00 over 1.00 seconds
Bunker Load
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Firefight Mission One.ai (Unexpected type: 'aiscript')
Player - Change color of Player 1 (Red) to Green , Changing color of existing units
Player - Change color of Player 2 (Blue) to Brown , Changing color of existing units
Player - Change color of Player 3 (Teal) to Brown , Changing color of existing units
Unit - Order Fortification 0121 <gen> to Orc Burrow - Battle Stations .
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Fortification
Then - Actions
Unit - Order (Picked unit) to Orc Burrow - Battle Stations .
Else - Actions
Fog
Events
Player - Player 1 (Red) types a chat message containing iseedeadpeople (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Game - Defeat Player 1 (Red) with the message: Cheater!
god mode
Events
Player - Player 1 (Red) types a chat message containing whosyourdaddy (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Game - Defeat Player 1 (Red) with the message: Cheater!
Quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Objective with the description Somewhere out there is the Head Quarters, destroy it and anyone else that gets in your way.How to win, survive and kill enemy base. If your Head Quarters dies you lose the mission. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Patrols
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Region_003 <gen>) and do (Order (Units in Region_003 <gen>) to Attack-Move To.(Center of Region_000 <gen>))
Bunker
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Bunker
Actions
Wait 0.50 game-time seconds
Unit - Move (Attacking unit) instantly to (Position of (Attacking unit)) , facing (Position of (Attacked unit))
Music Copy
Events
Conditions
Actions
Sound - Play war3mapImported\chrome___by_www-joshuahardin-com_44100hz.wav (Unexpected type: 'musictheme') .
Wait 32.00 seconds
Trigger - Run Music_Copy <gen> (ignoring conditions)
Music
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Sound - Stop music Immediately
Trigger - Run Music_Copy <gen> (ignoring conditions)
Forts
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Fortification
Actions
Wait 0.50 game-time seconds
Unit - Move (Attacking unit) instantly to (Position of (Attacking unit)) , facing (Position of (Attacked unit))
Assault Rifle
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Assault Rifle
Then - Actions
Unit - Create 9 . Assault Rifle for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Medic
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Medic
Then - Actions
Unit - Create 3 . Medic for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Builder
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Head Quarters
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Miner
Then - Actions
Unit - Create 2 . Miner for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Commando
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Commando
Then - Actions
Unit - Create 5 . Commando for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Sniper Rifle
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Sniper Rifle
Then - Actions
Unit - Create 3 . Sniper Rifle for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Rocket Launcher
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Rocket Launcher
Then - Actions
Unit - Create 3 . Rocket Launcher for (Triggering player) at (Position of (Trained unit)) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Rally-Point of (Triggering unit) as a point)
Else - Actions
Enemy Spawn Copy
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0089 <gen> to train/upgrade to a Assault Rifle
Unit - Order Barracks 0089 <gen> to train/upgrade to a Assault Rifle
Wait 12.00 seconds
Unit - Order Barracks 0089 <gen> to train/upgrade to a Commander
Enemy Spawn Copy Copy
Events
Time - Every 740.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0089 <gen> to train/upgrade to a Assault Rifle
Wait 1.00 seconds
Unit - Order Barracks 0089 <gen> to train/upgrade to a Assault Rifle
Wait 12.00 seconds
Unit - Order Barracks 0089 <gen> to train/upgrade to a Sniper Rifle
Wait 1.00 seconds
Unit - Order Barracks 0089 <gen> to train/upgrade to a Commander
Spawn Wave Copy
Events
Unit - A unit enters Region_002 <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_000 <gen>)
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