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Triggers
GESA v2.w3x
Variables
Initialization
Melee Initialization
yuy
Attack
r
spawn
v
ttyt
d78967
d78967 Copy
d78967 Copy Copy
uitu
uitu Copy
ert
ert Copy
ert Copy 2
ui
rtr
rtr Copy
tr
yu
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
Quest1
quest
No
Quest2
quest
No
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 - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 75
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Neutral Passive as an Neutral with shared vision
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a Volc (Unexpected type: 'destructablecode') at (Random point in Entire_Map <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Pick every destructible in Entire_Map <gen> and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Equal to Volc (Unexpected type: 'destructablecode')
Then - Actions
Animation - Play (Picked destructible) 's death animation
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Hero - Set (Picked unit) Hero-level to 10 , Hide level-up graphics
Destructible - Make Gate 4933 <gen> Invulnerable
Quest - Create a Required quest titled Story with the description |cffff8c00When a goblin scientist accidently drop a 376 virus, it spread to Ashenvale Forest. You are the only hope of brining back this land to life before it's too late.|r , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Website with the description |cffff8c00Go to Hiveworkshop.com for more info.|r , using icon path ReplaceableTextures\CommandButtons\BTNSleep.blp
yuy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Crew Member
Actions
Game - Display to (All players) for 25.00 seconds the text: ((Name of (Owner of (Dying unit))) + |cffff8c00has fallen in game!)
Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Crew Member
Actions
Sound - Play MarineFire <gen> at 100 % volume, located at (Position of (Attacking unit)) with Z offset 0
Player - Set (Owner of (Attacking unit)) . Current gold to (((Owner of (Attacking unit)) Current gold) - 1)
r
Events
Time - Every 3.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Entire_Map <gen>)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Entire_Map <gen>)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in Entire_Map <gen>)
spawn
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_1 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_1 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_1 <gen>) facing Default building facing degrees
-------- -------- --------
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_2 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_2 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_2 <gen>) facing Default building facing degrees
-------- ghty --------
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_3 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_3 <gen>) facing Default building facing degrees
Unit - Create 3 . Zombie for Player 12 (Brown) at (Center of Zombie_Nest_3 <gen>) facing Default building facing degrees
v
Events
Unit - Life Generator 0010 <gen> Dies
Conditions
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Units\NightElf\Wisp\WispExplode.mdl
Unit - Pause all units
Game - Display to (All players) for 30 seconds the text: Now Zombies are now gone and forest is now safe. Thanks for playing!
Environment - Remove Blight for Neutral Passive across Entire_Map <gen>
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Trigger - Turn off spawn <gen>
ttyt
Events
Map initialization
Conditions
Actions
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
Item - Create (Random level 5.Artifact item-type) at (Random point in Entire_Map <gen>)
d78967
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to M249 Machine Gun
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Hero manipulating item) has an item of type Mp5) Equal to True
((Hero manipulating item) has an item of type Stoeger Double Barrel Shotgun) Equal to True
Then - Actions
Hero - Drop (Item carried by (Hero manipulating item) of type M249 Machine Gun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Mp5) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Stoeger Double Barrel Shotgun) from (Hero manipulating item) .
Else - Actions
d78967 Copy
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Mp5
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Hero manipulating item) has an item of type M249 Machine Gun) Equal to True
((Hero manipulating item) has an item of type Stoeger Double Barrel Shotgun) Equal to True
Then - Actions
Hero - Drop (Item carried by (Hero manipulating item) of type M249 Machine Gun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Mp5) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Stoeger Double Barrel Shotgun) from (Hero manipulating item) .
Else - Actions
d78967 Copy Copy
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Stoeger Double Barrel Shotgun
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Hero manipulating item) has an item of type M249 Machine Gun) Equal to True
((Hero manipulating item) has an item of type Mp5) Equal to True
Then - Actions
Hero - Drop (Item carried by (Hero manipulating item) of type M249 Machine Gun) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Mp5) from (Hero manipulating item) .
Hero - Drop (Item carried by (Hero manipulating item) of type Stoeger Double Barrel Shotgun) from (Hero manipulating item) .
Else - Actions
uitu
Events
Unit - A unit enters Warning_Message <gen>
Conditions
((Entering unit) is Undead) Not equal to True
Actions
Game - Display to (All players) for 15.00 seconds the text: (|cffff8c00 + ((Name of (Owner of (Entering unit))) + : |cffff8c00You better watch out guys because there is a horde of zombies!|r))
Trigger - Turn off uitu <gen>
uitu Copy
Events
Unit - A unit enters Gate <gen>
Conditions
((Entering unit) is Undead) Not equal to True
Actions
Destructible - Open Gate 4933 <gen>
Sound - Play BattleNetDoorsStereo2 <gen> at 100 % volume, located at (Center of Gate <gen>) with Z offset 0
Trigger - Turn off uitu_Copy <gen>
ert
Events
Unit - A unit enters Marine_Barrack_1 <gen>
Conditions
((Entering unit) is Undead) Not equal to True
Actions
Unit - Create 2 . Marine for Player 1 (Red) at (Center of Marine_Barrack_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 2 (Blue) at (Center of Marine_Barrack_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 3 (Teal) at (Center of Marine_Barrack_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 4 (Purple) at (Center of Marine_Barrack_1 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
ert Copy
Events
Unit - A unit enters Marine_Barrack_2 <gen>
Conditions
((Entering unit) is Undead) Not equal to True
Actions
Unit - Create 2 . Marine for Player 1 (Red) at (Center of Marine_Barrack_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 2 (Blue) at (Center of Marine_Barrack_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 3 (Teal) at (Center of Marine_Barrack_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 4 (Purple) at (Center of Marine_Barrack_2 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
ert Copy 2
Events
Unit - A unit enters Marine_Barrack_3 <gen>
Conditions
((Entering unit) is Undead) Not equal to True
Actions
Unit - Create 2 . Marine for Player 1 (Red) at (Center of Marine_Barrack_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 2 (Blue) at (Center of Marine_Barrack_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 3 (Teal) at (Center of Marine_Barrack_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Marine for Player 4 (Purple) at (Center of Marine_Barrack_3 <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
ui
Events
Player - Player 1 (Red) types a chat message containing -bl (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -bl (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -bl (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -bl (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Pick every destructible in Entire_Map <gen> and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Equal to B000 (Unexpected type: 'destructablecode')
Then - Actions
Cinematic - Ping minimap for (All players) at (Position of (Picked destructible)) for 4.00 seconds
Else - Actions
rtr
Events
Time - Every 90.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |cffff8c00Have some bug reports, comments, suggestions or feedbacks? Go to hiveworkshop.com for what about your saying.|r
rtr Copy
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |cffff8c00Type -bl to search for Marine Barracks.|r
tr
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Reload
Actions
Player - Set (Owner of (Triggering unit)) . Current gold to 75
yu
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Crew Member
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Attacking unit)) Current gold) Equal to 0
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