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Triggers
Future Wars.w3x
Variables
Initialization
Melee Initialization
Police
Wasteland
Unit spawn
Unit move
Unit move Copy
Unit move Copy 2
Unit move Copy 3
Unit move Copy 4
Unit move Copy 5
Info.
Info
Ammo
Marine
Marine Copy
Marine Copy 2
Marine Copy 3
Marine Copy 4
Marine Copy 5
Marine Copy 6
Facilities
Facilities
Denfensive Facility
Facilty money
Requirments
Requirments Copy
Requirments Copy 2
Rotter
Rotter
Income
income
income lumber
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
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 - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Game - Display to (All players) for 60.00 seconds the text: Quick Reference:Kill your Fails, they are usless and are just there so your base will spawnEngineers are your workers, use them to mine and cut down trees.Crystals are your gold mines, and to get more food, capture FacilitiesMake sure all you soldiers have ammo, you get ammo from Facilities, your base, and ammo suppliesAmmo supplies are used to give ammo to the front lines, and retrive lumber and gold
Melee Game - Run melee AI scripts (for computer players)
Police
Events
Map initialization
Conditions
Actions
Player - Set name of Player 1 (Red) to Tarran's Rebels
Player - Set name of Player 2 (Blue) to Imperial Army
Player - Set name of Player 4 (Purple) to Planetary Mercenaries
Player - Set name of Player 5 (Yellow) to Russian Warriors
Player - Set name of Player 12 (Brown) to City of New Broome's People
Unit spawn
Events
Time - Every 2500.00 seconds of game time
Conditions
Actions
Unit - Create 20 . Mutant for Neutral Hostile at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 10 . Rotter for Neutral Hostile at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Create 10 . Trained Mutant for Neutral Hostile at (Center of Region_000 <gen>) facing Default building facing degrees
Unit move
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_001 <gen>)
Unit move Copy
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_002 <gen>)
Unit move Copy 2
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_003 <gen>)
Unit move Copy 3
Events
Unit - A unit enters Region_003 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_004 <gen>)
Unit move Copy 4
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_005 <gen>)
Unit move Copy 5
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_001 <gen>)
Info
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled How to get Gold with the description On the map are scattered blue crystals, that is your source of gold. Use engineers to harvest it, also engineers can harvest wood. Mutants are people infected by radiation and they are the monsters that guard the crystals, they are tough but easy to kill. Crystals also get mined really fast so don't worry when they run out. And for second to last, every 100 seconds, your get wood and gold so if all the resources are gone, you can still fight. There are many buildings that can be the point to drop of lumber and gold, the ammo supply, your base, and facilities. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Ammo with the description Ammo is a requirment for your soldiers, all soldiers need it to fight. To give soldiers ammo, send one of many to a base, ammo supply, or facility. If they have an arrow that means they are the ones getting the ammo you buy. If you want to switch that, move that soldier away or use the cycle button in the building. And all soldiers need it to fight. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Facilities with the description Facilities are your food. They give 40 food each (unless you have defensive one which gives 50 food) and need to be captured to get the food. To capture you just destroy it and you will own it. When you upgrade it, it can still be captured. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Browns with the description The browns are the cilivilians and police of the surronding area. The police guard facilities and protect New Broome in the center of the map. They use all the soldiers you do and the all have ammo to kill you. If you kill innocent people, thats normal, but a waste of ammo. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Soldiers with the description The soldiers might have weird icons, that is because I could find any good ones. The Dwarf face is the assualt, the main soldier and the one you should have most of. The pillage icon is the engineer, he gathers resources, builds your turrets and ammo supplies, and lays mine, he is not a good warrior but without him you would be nothing. Medic is a weak soldier but if you didn't have him you would not be able to keep your army very long Icon: the healing ability. Heavies cost a lot but are worth it, the do high damage and have high health, paired with a medic, he's invincible! Icon: Orc face. Tanks are powerful and don't die easily, they are good for pushing foreward and keeping a facility Icon: Steam engine. Snipers can turn invisible and can't stay like that for long, they are great for slowly taking out armies and can be seen by a lot of things but normal infantry Icon: Rifle barrel. Hover craft is a flying unit to carry troops and provide air support, great for finding soldiers quick escapes, hiding places, and great for killing mutants. Icon: Flying machine. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Fails with the description They are usless characters that are just there because I had to have the trigger starting unit or else the bases would not spawn. They move fast to get to dangerous places fast and do no damage. The can be used as the worst spies though. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Levels with the description Levels are to see how well soldiers are doing and it makes them more powerful with the more experience in combat they have. Some soldiers also have abilities that they get for being alive for so long, but they are hard to get. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Requirments with the description Requirments require buildings to make the unit you want, to get those buildings you don't build them, you have to find them and fight who ever has it and capture it, its a lot like the Facilities. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Marine
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Assualt
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Engineer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy 2
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Heavy
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy 3
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Hover Craft
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy 4
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Medic
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy 5
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Sniper
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Marine Copy 6
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Tank
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Attacking unit) of type Ammo)) Greater than 0
Then - Actions
Item - Set charges remaining in (Item carried by (Attacking unit) of type Ammo) to ((Charges remaining in (Item carried by (Attacking unit) of type Ammo)) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Item - Remove (Item carried by (Attacking unit) of type Ammo)
Facilities
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Facility
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) controller) Equal to User
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has taken over a + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
Denfensive Facility
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Denfensive Facility
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) controller) Equal to User
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has captured a + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
Facilty money
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add 1000 to (Owner of Facility 0263 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0257 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0258 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0265 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0264 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0262 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0261 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0259 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0260 <gen>) . Current gold
Player - Add 1000 to (Owner of Facility 0263 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0257 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0258 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0265 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0264 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0262 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0261 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0259 <gen>) . Current lumber
Player - Add 1000 to (Owner of Facility 0260 <gen>) . Current lumber
Requirments
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Tank Factory
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) controller) Equal to User
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has taken over a + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
Requirments Copy
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Scope Factory
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) controller) Equal to User
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has taken over a + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
Requirments Copy 2
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Airport
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) controller) Equal to User
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has taken over a + (Name of (Triggering unit))))
Else - Actions
Do nothing
Unit - Change ownership of (Dying unit) to (Owner of (Killing unit)) and Change color
Unit - Replace (Dying unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
Rotter
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Rotter
Actions
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 2.00 damage of attack type Normal and damage type Normal
income
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Player - Add 500 to Player 1 (Red) . Current gold
Player - Add 500 to Player 2 (Blue) . Current gold
Player - Add 500 to Player 4 (Purple) . Current gold
Player - Add 500 to Player 5 (Yellow) . Current gold
income lumber
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Player - Add 200 to Player 1 (Red) . Current lumber
Player - Add 200 to Player 2 (Blue) . Current lumber
Player - Add 200 to Player 4 (Purple) . Current lumber
Player - Add 200 to Player 5 (Yellow) . Current lumber
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