Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
GHero.w3x
Variables
Initialization
float
Gold
Income
income
red1 un
red2 un
red3 un
blue1 un
blue2 un
blue3 un
Lives
redlose
bluelose
lifeloseb
lifeloser
create
red
blue
move
move
movered
moveyellow
moveblue
move blue
move1
movered1
moveyellow1
moveblue1
Kill
redkill
redkillb
redkillr
redkilly
Kill blue
bluekill
bluekillb
bluekillr
bluekilly
Player left
left
left blue
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
IncomeB
integer
No
IncomeR
integer
No
LivesB
integer
No
LivesR
integer
No
float
Events
Map initialization
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of finish1 <gen>) over 2.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of finish2 <gen>) over 2.00 seconds
Visibility - Disable black mask
Visibility - Disable fog of war
Floating Text - Create floating text that reads Left at (Center of green_end1 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Left at (Center of green_end2 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Down at (Center of red_end1 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Down at (Center of red_end2 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Up at (Center of yellow_end1 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Up at (Center of yellow_end2 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Right at (Center of blue_end1 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Right at (Center of blue_end2 <gen>) with Z offset 0 , using font size 14.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Game - Display to (All players) for 15.00 seconds the text: Send Units to Get More IncomeTo Kill Units wait until they just reach the area were theres letters and push then release the corresponding arrow key.You Have 15 LivesFirst Person to Lose all 15 LosesCLAN USA
Quest - Create a Required quest titled Help with the description Send Units to Get More IncomeTo Kill Units wait until they just reach the area were theres letters and push then release the corresponding arrow key.You Have 15 LivesFirst Person to Lose all 15 LosesCLAN USAGuitar Hero Created By:Long_Leg. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Clan USA with the description Ladder and Custom Game ClanContact Long_Leg. or SuperSheepFive to Join , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Gold
Events
Time - Elapsed game time is 9.00 seconds
Conditions
Actions
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 20 to Player 2 (Blue) . Current gold
Set Variable Set IncomeR = "15"
Set Variable Set IncomeB = "15"
income
Events
Time - Every 12.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 3.00 seconds the text: Income
Player - Add IncomeR to Player 1 (Red) . Current gold
Player - Add IncomeB to Player 2 (Blue) . Current gold
red1 un
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue
(Unit-type of (Trained unit)) Equal to Red
(Unit-type of (Trained unit)) Equal to Yellow
(Unit-type of (Trained unit)) Equal to Green
Actions
Set Variable Set IncomeR = (IncomeR + 3)
Wait 0.50 seconds
Unit - Kill (Trained unit)
red2 un
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue 2
(Unit-type of (Trained unit)) Equal to Green 2
(Unit-type of (Trained unit)) Equal to Red 2
(Unit-type of (Trained unit)) Equal to Yellow 2
Actions
Unit - Kill (Trained unit)
Wait 0.50 seconds
Set Variable Set IncomeR = (IncomeR + 6)
red3 un
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue 3
(Unit-type of (Trained unit)) Equal to Green 3
(Unit-type of (Trained unit)) Equal to Red 3
(Unit-type of (Trained unit)) Equal to Yellow 3
Actions
Unit - Kill (Trained unit)
Wait 0.50 seconds
Set Variable Set IncomeR = (IncomeR + 9)
blue1 un
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue
(Unit-type of (Trained unit)) Equal to Red
(Unit-type of (Trained unit)) Equal to Yellow
(Unit-type of (Trained unit)) Equal to Green
Actions
Unit - Kill (Trained unit)
Wait 0.50 seconds
Set Variable Set IncomeB = (IncomeB + 3)
blue2 un
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue 2
(Unit-type of (Trained unit)) Equal to Green 2
(Unit-type of (Trained unit)) Equal to Red 2
(Unit-type of (Trained unit)) Equal to Yellow 2
Actions
Unit - Kill (Trained unit)
Wait 0.50 seconds
Set Variable Set IncomeB = (IncomeB + 6)
blue3 un
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Trained unit)) Equal to Blue 3
(Unit-type of (Trained unit)) Equal to Green 3
(Unit-type of (Trained unit)) Equal to Red 3
(Unit-type of (Trained unit)) Equal to Yellow 3
Actions
Unit - Kill (Trained unit)
Wait 0.50 seconds
Set Variable Set IncomeB = (IncomeB + 9)
redlose
Events
Unit - A unit enters finish1 <gen>
Conditions
LivesR Greater than or equal to 15
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Clan USAThanks For Watching
Game - Defeat Player 4 (Purple) with the message: Clan USAThanks For Watching
Game - Defeat Player 5 (Yellow) with the message: Clan USAThanks For Watching
Game - Defeat Player 6 (Orange) with the message: Clan USAThanks For Watching
bluelose
Events
Unit - A unit enters finish2 <gen>
Conditions
LivesB Greater than or equal to 15
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Clan USAThanks For Watching
Game - Defeat Player 4 (Purple) with the message: Clan USAThanks For Watching
Game - Defeat Player 5 (Yellow) with the message: Clan USAThanks For Watching
Game - Defeat Player 6 (Orange) with the message: Clan USAThanks For Watching
lifeloseb
Events
Unit - A unit enters finish2 <gen>
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: (Guitar Hero + ((Name of Player 2 (Blue)) + Has Lost A Live))
Unit - Kill (Entering unit)
Set Variable Set LivesB = (LivesB + 1)
lifeloser
Events
Unit - A unit enters finish1 <gen>
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: (Guitar Hero + ((Name of Player 1 (Red)) + Has Lost A Live))
Unit - Kill (Entering unit)
Set Variable Set LivesR = (LivesR + 1)
red
Events
Unit - A unit enters kill <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
If ((Unit-type of (Entering unit)) Equal to Blue) then do (Create 1.Blue for Player 7 (Green) at (Center of blue_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Blue 2) then do (Create 1.Blue 2 for Player 7 (Green) at (Center of blue_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Blue 3) then do (Create 1.Blue 3 for Player 7 (Green) at (Center of blue_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green) then do (Create 1.Green for Player 7 (Green) at (Center of green_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green 2) then do (Create 1.Green 2 for Player 7 (Green) at (Center of green_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green 3) then do (Create 1.Green 3 for Player 7 (Green) at (Center of green_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red) then do (Create 1.Red for Player 7 (Green) at (Center of red_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red 2) then do (Create 1.Red 2 for Player 7 (Green) at (Center of red_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red 3) then do (Create 1.Red 3 for Player 7 (Green) at (Center of red_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow) then do (Create 1.Yellow for Player 7 (Green) at (Center of yellow_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow 2) then do (Create 1.Yellow 2 for Player 7 (Green) at (Center of yellow_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow 3) then do (Create 1.Yellow 3 for Player 7 (Green) at (Center of yellow_start2 <gen>) facing Default building facing degrees) else do (Do nothing)
blue
Events
Unit - A unit enters kill <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
If ((Unit-type of (Entering unit)) Equal to Blue) then do (Create 1.Blue for Player 7 (Green) at (Center of blue_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Blue 2) then do (Create 1.Blue 2 for Player 7 (Green) at (Center of blue_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Blue 3) then do (Create 1.Blue 3 for Player 7 (Green) at (Center of blue_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green) then do (Create 1.Green for Player 7 (Green) at (Center of green_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green 2) then do (Create 1.Green 2 for Player 7 (Green) at (Center of green_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Green 3) then do (Create 1.Green 3 for Player 7 (Green) at (Center of green_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red) then do (Create 1.Red for Player 7 (Green) at (Center of red_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red 2) then do (Create 1.Red 2 for Player 7 (Green) at (Center of red_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Red 3) then do (Create 1.Red 3 for Player 7 (Green) at (Center of red_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow) then do (Create 1.Yellow for Player 7 (Green) at (Center of yellow_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow 2) then do (Create 1.Yellow 2 for Player 7 (Green) at (Center of yellow_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Yellow 3) then do (Create 1.Yellow 3 for Player 7 (Green) at (Center of yellow_start1 <gen>) facing Default building facing degrees) else do (Do nothing)
move
Events
Unit - A unit enters green_start2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Green
(Unit-type of (Entering unit)) Equal to Green 2
(Unit-type of (Entering unit)) Equal to Green 3
Actions
Unit Group - Order (Units in green_start2 <gen>) to Move To . (Center of backg2 <gen>)
movered
Events
Unit - A unit enters red_start2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Red
(Unit-type of (Entering unit)) Equal to Red 2
(Unit-type of (Entering unit)) Equal to Red 3
Actions
Unit Group - Order (Units in red_start2 <gen>) to Move To . (Center of backr2 <gen>)
moveyellow
Events
Unit - A unit enters yellow_start2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Yellow
(Unit-type of (Entering unit)) Equal to Yellow 2
(Unit-type of (Entering unit)) Equal to Yellow 3
Actions
Unit Group - Order (Units in yellow_start2 <gen>) to Move To . (Center of backy2 <gen>)
moveblue
Events
Unit - A unit enters blue_start2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Blue
(Unit-type of (Entering unit)) Equal to Blue 2
(Unit-type of (Entering unit)) Equal to Blue 3
Actions
Unit Group - Order (Units in blue_start2 <gen>) to Move To . (Center of backb2 <gen>)
move1
Events
Unit - A unit enters green_start1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Green
(Unit-type of (Entering unit)) Equal to Green 2
(Unit-type of (Entering unit)) Equal to Green 3
Actions
Unit Group - Order (Units in green_start1 <gen>) to Move To . (Center of backg <gen>)
movered1
Events
Unit - A unit enters red_start1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Red
(Unit-type of (Entering unit)) Equal to Red 2
(Unit-type of (Entering unit)) Equal to Red 3
Actions
Unit Group - Order (Units in red_start1 <gen>) to Move To . (Center of backr <gen>)
moveyellow1
Events
Unit - A unit enters yellow_start1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Yellow
(Unit-type of (Entering unit)) Equal to Yellow 2
(Unit-type of (Entering unit)) Equal to Yellow 3
Actions
Unit Group - Order (Units in yellow_start1 <gen>) to Move To . (Center of backy <gen>)
moveblue1
Events
Unit - A unit enters blue_start1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Blue
(Unit-type of (Entering unit)) Equal to Blue 2
(Unit-type of (Entering unit)) Equal to Blue 3
Actions
Unit Group - Order (Units in blue_start1 <gen>) to Move To . (Center of backb <gen>)
redkill
Events
Player - Player 1 (Red) Releases the Left Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in green_end1 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 1 (Red) to (Center of backr <gen>) over 0.05 seconds
redkillb
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in blue_end1 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 1 (Red) to (Center of backr <gen>) over 0.05 seconds
redkillr
Events
Player - Player 1 (Red) Releases the Down Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in red_end1 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 1 (Red) to (Center of backr <gen>) over 0.05 seconds
redkilly
Events
Player - Player 1 (Red) Releases the Up Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in yellow_end1 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 1 (Red) to (Center of backr <gen>) over 0.05 seconds
bluekill
Events
Player - Player 2 (Blue) Releases the Left Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in green_end2 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 2 (Blue) to (Center of backr2 <gen>) over 0.05 seconds
bluekillb
Events
Player - Player 2 (Blue) Releases the Right Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in blue_end2 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 2 (Blue) to (Center of backr2 <gen>) over 0.05 seconds
bluekillr
Events
Player - Player 2 (Blue) Releases the Down Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in red_end2 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 2 (Blue) to (Center of backr2 <gen>) over 0.05 seconds
bluekilly
Events
Player - Player 2 (Blue) Releases the Up Arrow key
Conditions
Actions
Unit Group - Pick every unit in (Units in yellow_end2 <gen>) and do (Explode (Picked unit).)
Camera - Pan camera for Player 2 (Blue) to (Center of backr2 <gen>) over 0.05 seconds
left
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Red has Left The Game
left blue
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Blue has Left The Game
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.