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Triggers
Footmen Frenzy Wars.w3x
Variables
Initialization
STARTUP
Setup Players
Spawn Units
HUMAN
Buy Hero
Player leaves
Building Destroyed
Leaves
Winners Declared
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
STARTUP
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 2300
Player - Set (Picked player) . Current lumber to 0
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Middle <gen>
Setup Players
Events
Map initialization
Conditions
Actions
-------- Remove anyone not playing. This must be done first. --------
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Not equal to Is playing
Then - Actions
Player Group - Remove (Picked player) from (All players) .
Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
-------- Give players gold, turn bounty on, and vision the middle --------
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 2000
Player - Turn Gives bounty On for (Picked player)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
========================================================================================================================================CODED BY VEXSLASHER
=======================================================================================================================================
HUMAN
Events
Time - Every 6.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Town Hall))) Greater than or equal to 1
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Keep))) Greater than or equal to 1
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Castle))) Greater than or equal to 1
Actions
-------- FOOTMEN --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Town Hall)) and do (Actions)
Loop - Actions
Unit - Create 1 . Footman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
-------- RIFLEMEN --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Keep)) and do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
-------- KNIGHTS --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Castle)) and do (Actions)
Loop - Actions
Unit - Create 1 . Knight for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Buy Hero
Events
Unit - A unit enters Hero_tavern <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to ((Owner of (Triggering unit)) start location)
Building Destroyed
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Triggering unit)) Equal to Town Hall
(Unit-type of (Triggering unit)) Equal to Keep
(Unit-type of (Triggering unit)) Equal to Castle
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |cffff0000 has been defeated!!|r)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Kill (Picked unit))
Player Group - Remove (Owner of (Triggering unit)) from (All players) .
Leaves
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row ((Player number of (Triggering player)) + 1) to Left The Game
Multiboard - Set the color for (Last created multiboard) item in column 1 , row ((Player number of (Triggering player)) + 1) to ( 30.00 %, 30.00 %, 30.00 %) with 0 % transparency
Multiboard - Set the color for (Last created multiboard) item in column 2 , row ((Player number of (Triggering player)) + 1) to ( 30.00 %, 30.00 %, 30.00 %) with 0 % transparency
Multiboard - Set the color for (Last created multiboard) item in column 3 , row ((Player number of (Triggering player)) + 1) to ( 30.00 %, 30.00 %, 30.00 %) with 0 % transparency
Multiboard - Set the color for (Last created multiboard) item in column 4 , row ((Player number of (Triggering player)) + 1) to ( 30.00 %, 30.00 %, 30.00 %) with 0 % transparency
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Winners Declared
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - 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)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
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