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Triggers
Gunbound WC.w3x
Variables
Initialization
Set Bounty
Set Mobiles
Leader Board
Gain A Victory
Win
Win2
Visability
Mobiles
A Sate
Aduka
Armor Mobile
Big Foot
Boomer
Ice
J Frog
JD
Kalisadon
Mage
Nak
Trico
Turtle
Random
Maps
Aquamidrute
Dragon
Metamine
Miamiro Town
Nirvana
Sea Of Hero
Stardust
Revive
Revive Team A
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
Mobiles
unitcode
Yes
Random
integer
No
Team_A_Wins
integer
No
Team_B_Wins
integer
No
Teams
group
No
Set Bounty
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player Group - Pick every player in (All players) and do (Make (Picked player) treat Neutral Passive as an Ally with shared vision)
Set Mobiles
Events
Map initialization
Conditions
Actions
Set Variable Set Mobiles[1] = "hgyr"
Set Variable Set Mobiles[2] = "nspr"
Set Variable Set Mobiles[3] = "ninm"
Set Variable Set Mobiles[4] = "hmtt"
Set Variable Set Mobiles[5] = "ebal"
Set Variable Set Mobiles[6] = "nmit"
Set Variable Set Mobiles[7] = "nfro"
Set Variable Set Mobiles[8] = "ninc"
Set Variable Set Mobiles[9] = "hrtt"
Set Variable Set Mobiles[10] = "nfel"
Set Variable Set Mobiles[11] = "nanw"
Set Variable Set Mobiles[12] = "oosc"
Set Variable Set Mobiles[13] = "nhyc"
Set Variable Set Mobiles[14] = "nser"
Set Variable Set Mobiles[15] = "hkni"
Leader Board
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Victories
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label |cffFF0000Team A|r and value Team_A_Wins
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label |cff0000FFTeam B|r and value Team_B_Wins
Leaderboard - Show (Last created leaderboard)
Gain A Victory
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Team_A <gen>)) Equal to 4
Then - Actions
Set Variable Set Team_B_Wins = (Team_B_Wins + 1)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to Team_B_Wins
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Team_B <gen>)) Equal to 4
Then - Actions
Set Variable Set Team_A_Wins = (Team_A_Wins + 1)
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to Team_A_Wins
Else - Actions
Do nothing
Win
Events
Unit - A unit Dies
Conditions
Team_A_Wins Greater than or equal to 4
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All allies of Player 5 (Yellow).) and do (Defeat (Picked player) with the message: Your Not A Champ Today)
Win2
Events
Unit - A unit Dies
Conditions
Team_B_Wins Greater than or equal to 4
Actions
Player Group - Pick every player in (All allies of Player 5 (Yellow).) and do (Victory (Picked player) (Show dialogs, Show scores))
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Defeat (Picked player) with the message: Your Not A Champ Today)
Visability
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Aquamidrute <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Dragon <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Metamine <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Miamiro_Town <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Nirvana <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Sea_Of_Hero <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Stardust <gen>)
A Sate
Events
Unit - A unit enters A_Sate <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . A-Sate for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . A-Sate for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Aduka
Events
Unit - A unit enters Aduka <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Aduka for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Aduka for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Armor Mobile
Events
Unit - A unit enters Armor_Mobile <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Armor Mobile for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Armor Mobile for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Big Foot
Events
Unit - A unit enters Big_Foot <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Big Foot for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Big Foot for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Boomer
Events
Unit - A unit enters Boomer <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Boomer for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Boomer for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Ice
Events
Unit - A unit enters Ice <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Ice for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Ice for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
J Frog
Events
Unit - A unit enters J_Frog <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . J. Frog for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . J. Frog for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
JD
Events
Unit - A unit enters JD <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . J.D. for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . J.D. for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Kalisadon
Events
Unit - A unit enters Kalisadon <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Kalisadon for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Kalisadon for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Mage
Events
Unit - A unit enters Mage <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Mage for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Mage for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Nak
Events
Unit - A unit enters Nak <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Nak Machine for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Nak Machine for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Trico
Events
Unit - A unit enters Trico <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Trico for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Trico for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Turtle
Events
Unit - A unit enters Turtle <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Turtle for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Unit - Create 1 . Turtle for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Random
Events
Unit - A unit enters Random <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Random = (Random integer number between 1 and 15)
Unit - Create 1 . Mobiles[Random] for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Else - Actions
Set Variable Set Random = (Random integer number between 1 and 15)
Unit - Create 1 . Mobiles[Random] for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Aquamidrute
Events
Unit - A unit enters Enter_Aquamidrute <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Aquamidrute <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Aquamidrute <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Dragon
Events
Unit - A unit enters Enter_Dragon <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Dragon <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Dragon <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Metamine
Events
Unit - A unit enters Enter_Metamine <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Metamine <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Metamine <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Miamiro Town
Events
Unit - A unit enters Enter_Miamiro_Town <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Miamiro_Town <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Miamiro_Town <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Nirvana
Events
Unit - A unit enters Enter_Nirvana <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Nirvana <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Enter_Nirvana <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Sea Of Hero
Events
Unit - A unit enters Enter_Sea_Of_Hero <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Sea_Of_Hero <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Sea_Of_Hero <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Stardust
Events
Unit - A unit enters Enter_Stardust <gen>
Conditions
Actions
Sound - Stop music Immediately
Sound - Play hockey__nj_devils_opening_music__1_u <gen>
Unit Group - Pick every unit in Teams and do (Move (Picked unit) instantly to (Random point in Stardust <gen>))
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Stardust <gen>) over 0 seconds)
Trigger - Turn off (This trigger)
Revive Team A
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Create 1 . Mobiles[Random] for (Owner of (Triggering unit)) at (Random point in Team_A <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_A <gen>) over 0 seconds
Else - Actions
Unit - Create 1 . Mobiles[Random] for (Owner of (Triggering unit)) at (Random point in Team_B <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to Teams
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Team_B <gen>) over 0 seconds
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