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Triggers
Goldshire - War Profit.w3x
Variables
Ending Cinematic
Cinematic
Quest wagons
Wagon 2
Wagon 1
Wagon Create
Heroed attack player 4 - player 1
Hero Attack
Commom player 3 - player 1 attack
Super Upgrade Copy
Attack Group 2 Copy
Stop attack
Attack Group 1 Copy
Common player 2 - player 1 attack
Super Upgrade
Attack Group 2
Stop attack Copy
Attack Group 1
Hide Undead big ambush
Move Ambush
Ambush
Hide
Setup Quest
Leaderboard Setup
Quest Setup
Initialization
Peasant Initailization
Melee Initialization
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
Wagonsleaderboard
leaderboard
No
Cinematic
Events
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2 seconds
Cinematic - Disable user control for (All players) .
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Disable boundary tinting for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Knight named Scout at (Center of (Playable map area)) : Play No sound and display We've got the staches of gold! Now we have some gold ready for the rebuilding of Stormwind City! . Modify duration: Add 0 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Wagon 2
Events
Unit - A unit enters Exit_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wagon
Actions
Game - Display to (All players) the text: 2/2 Wagons have reached the savety of Goldshire!
Quest - Change the description of (Last created quest requirement) to 2/2 Wagons reached Goldshire.
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Wagon) and do (Actions)
Loop - Actions
Unit - Remove (Triggering unit) from the game
Trigger - Turn off (This trigger)
Wagon 1
Events
Unit - A unit enters Exit_Zone <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wagon
Actions
Game - Display to (All players) the text: 1/2 Wagon has reached the savety of Goldshire!
Unit - Remove (Triggering unit) from the game
Quest - Change the description of (Last created quest requirement) to 1/2 Wagon reached Goldshire.
Trigger - Turn on Wagon_2 <gen>
Trigger - Turn off (This trigger)
Wagon Create
Events
Unit - A unit enters Edge <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Change ownership of Circle of Power 0174 <gen> to Neutral Passive and Change color
Unit - Create 3 . Wagon for Player 1 (Red) at (Random point in Edge <gen>) facing Default building facing degrees
Game - Display to (All players) the text: You've found the wagons! now bring at least 2 of 'em to the villag of Goldshire.
Unit - Unhide Circle of Power 0175 <gen>
Trigger - Turn on Wagon_1 <gen>
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in Guard_Force <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Region_008 <gen>)
Unit Group - Pick every unit in (Units in Beast_master <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Region_011 <gen>)
Unit Group - Pick every unit in (Units in Orc_Force <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Region_011 <gen>)
Unit Group - Pick every unit in (Units in Region_012 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Region_008 <gen>)
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of (Playable map area)) : Play No sound and display The surrounding Orcs and Undead are now after the gold, after us!!! . Modify duration: Add 0 seconds and Wait
Hero Attack
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units in Region_000 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add Death Knight 0079 <gen> to (Last created unit group)
Unit Group - Add Lich 0023 <gen> to (Last created unit group)
Unit Group - Add Dark Ranger 0078 <gen> to (Last created unit group)
Unit - Order (Picked unit) to Move To . (Center of Townhall <gen>)
Super Upgrade Copy
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a severe group of Orcs are comming to get us!!! . Modify duration: Add 0 seconds and Wait
Unit - Create 3 . Raider for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Shaman for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 2 . Berserker for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Attack Group 2 Copy
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a group of Orcs are comming this way! . Modify duration: Add 0 seconds and Wait
Unit - Create 2 . Grunt for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Shaman for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 2 . Headhunter for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Region_002 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Right-Click . (Center of Townhall <gen>)
Stop attack
Events
Unit - Stronghold 0101 <gen> Dies
Conditions
Actions
Trigger - Turn off Attack_Group_1_Copy <gen>
Trigger - Turn off Attack_Group_2_Copy <gen>
Trigger - Turn off Attack_Group_1 <gen>
Trigger - Turn on Attack_Group_2 <gen>
Attack Group 1 Copy
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a group of Orcs are comming this way! . Modify duration: Add 0 seconds and Wait
Unit - Create 1 . Grunt for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Shaman for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit Walker for Player 3 (Teal) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Region_003 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Right-Click . (Center of Townhall <gen>)
Trigger - Turn on Attack_Group_1 <gen>
Trigger - Turn off (This trigger)
Super Upgrade
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a severe group of Orcs are comming to get us!!! . Modify duration: Add 0 seconds and Wait
Unit - Create 3 . Raider for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 1 . Shaman for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit - Create 2 . Berserker for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Attack Group 2
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a group of Orcs are comming this way! . Modify duration: Add 0 seconds and Wait
Unit - Create 2 . Grunt for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Region_002 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Right-Click . (Center of Townhall <gen>)
Stop attack Copy
Events
Unit - Fortress 0102 <gen> Dies
Conditions
Actions
Trigger - Turn off Attack_Group_1 <gen>
Trigger - Turn off Attack_Group_2 <gen>
Trigger - Turn off Attack_Group_1_Copy <gen>
Trigger - Turn on Attack_Group_2_Copy <gen>
Attack Group 1
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Knight named Scout at (Center of Townhall <gen>) : Play No sound and display Lord, a group of Orcs are comming this way! . Modify duration: Add 0 seconds and Wait
Unit - Create 2 . Grunt for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Region_002 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Right-Click . (Center of Townhall <gen>)
Trigger - Turn on Attack_Group_1_Copy <gen>
Trigger - Turn off (This trigger)
Move Ambush
Events
Conditions
Actions
Unit - Order Death Knight 0079 <gen> to Move To . (Center of Region_000 <gen>)
Unit - Order Lich 0023 <gen> to Move To . (Center of Region_000 <gen>)
Unit - Order Dark Ranger 0078 <gen> to Move To . (Center of Region_000 <gen>)
Trigger - Turn off (This trigger)
Ambush
Events
Time - Elapsed game time is 700.00 seconds
Conditions
Actions
Unit - Unhide Flair 0092 <gen>
Camera - Pan camera for Player 1 (Red) to (Center of Region_001 <gen>) over 0.00 seconds
Trigger - Run Move_Ambush <gen> (checking conditions)
Unit - Unhide Death Knight 0079 <gen>
Unit - Unhide Lich 0023 <gen>
Unit - Unhide Dark Ranger 0078 <gen>
Unit - Unhide Spirit Tower 0100 <gen>
Unit - Unhide Spirit Tower 0163 <gen>
Cinematic - Send transmission to Player Group - Player 1 (Red) from Death Knight 0079 <gen> named Death Knight : Play No sound and display Ah... Here at last. Now finish this job, so that we can claim this place! . Modify duration: Add 0.00 seconds and Wait
Unit - Remove Flair 0092 <gen> from the game
Trigger - Turn off (This trigger)
Hide
Events
Map initialization
Conditions
Actions
Unit - Hide Death Knight 0079 <gen>
Unit - Hide Lich 0023 <gen>
Unit - Hide Dark Ranger 0078 <gen>
Unit - Hide Spirit Tower 0100 <gen>
Unit - Hide Spirit Tower 0163 <gen>
Unit - Hide Flair 0092 <gen>
Trigger - Turn off (This trigger)
Leaderboard Setup
Events
Map initialization
Conditions
Actions
Leaderboard - Create a leaderboard for Player Group - Player 1 (Red) titled War Profit
Set Variable Set Wagonsleaderboard = (Last created leaderboard)
Leaderboard - Add Player 1 (Red) to Wagonsleaderboard with label Wagons reached Goldshire and value 0
Quest Setup
Events
Map initialization
Conditions
Actions
Unit - Hide Circle of Power 0175 <gen>
Quest - Create a Required quest titled War Profit with the description At the road that goes trough all Elwynn Forrest, a couple of wagons with gold in it came stuck. It is of great importance that at least 2 wagons reach Goldshire savely. With it, Stormwind's gold cashe will be strenghted. , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a quest requirement for (Last created quest) with the description 0/2 Wagons reached Goldshire.
Peasant Initailization
Events
Map initialization
Conditions
Actions
-------- Player 1 --------
-------- The Lumber Jacks --------
Unit - Order Peasant 0058 <gen> to Harvest . Summer Tree Wall 4585 <gen>
Unit - Order Peasant 0049 <gen> to Harvest . Summer Tree Wall 4585 <gen>
-------- The Gold miners --------
Unit - Order Peasant 0015 <gen> to Harvest . Gold Mine 0020 <gen>
Unit - Order Peasant 0006 <gen> to Harvest . Gold Mine 0020 <gen>
Unit - Order Peasant 0014 <gen> to Harvest . Gold Mine 0020 <gen>
-------- Player 2 --------
-------- The Lumber Jacks --------
Unit - Order Peon 0066 <gen> to Harvest . Summer Tree Wall 1283 <gen>
Unit - Order Peon 0057 <gen> to Harvest . Summer Tree Wall 1265 <gen>
Unit - Order Peon 0088 <gen> to Harvest . Summer Tree Wall 4671 <gen>
Unit - Order Peon 0082 <gen> to Harvest . Summer Tree Wall 4662 <gen>
-------- The Gold miners --------
Unit - Order Peon 0080 <gen> to Harvest . Gold Mine 0018 <gen>
Unit - Order Peon 0081 <gen> to Harvest . Gold Mine 0018 <gen>
-------- Player 3 --------
-------- The Lumber Jacks --------
-------- The Gold miners --------
-------- Player 4 --------
-------- The Lumber Jacks --------
Unit - Order Peon 0081 <gen> to Harvest . Gold Mine 0018 <gen>
Trigger - Run Melee_Initialization <gen> (ignoring conditions)
Default melee game initialization for all players
Melee Initialization
Events
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 - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
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