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Triggers
Happiness Map v1.3.w3x
Variables
Change Code
Change Unhappy 1
Change Unhappy 2
Change Unhappy 3
Change Unhappy 4
Change Unhappy 5
Change Unhappy 6
Change Unhappy 7
Change Unhappy 8
Start Emo Game
Change Happy 1
Change Happy 2
Change Happy 3
Change Happy 4
Change Happy 5
Creature Code
Unhappiness Move
Spawn Creatures
End Game
Respawn
Camera
Set Camera
Leaderboard
Leaderboard Start UP
Learderboad Set Up
Emo Mini Game
Emo Game
End Emo Game
Users who inputted from hiveworkshop.com
redragex
Name
Type
is_array
initial_value
Emo_Unit
unit
No
HappinessBoard
leaderboard
No
PauseGame
integer
No
1
Player_Score
integer
Yes
Change Unhappy 1
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0000 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 1 (Red) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[1] = (Player_Score[1] + 1)
Change Unhappy 2
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0002 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 2 (Blue) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[2] = (Player_Score[2] + 1)
Change Unhappy 3
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0003 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 3 (Teal) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[3] = (Player_Score[3] + 1)
Change Unhappy 4
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0014 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 4 (Purple) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[4] = (Player_Score[4] + 1)
Change Unhappy 5
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0013 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 5 (Yellow) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[5] = (Player_Score[5] + 1)
Change Unhappy 6
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0012 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 6 (Orange) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[6] = (Player_Score[6] + 1)
Change Unhappy 7
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0016 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 7 (Green) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[7] = (Player_Score[7] + 1)
Change Unhappy 8
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0015 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to UnHappy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 8 (Pink) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[8] = (Player_Score[8] + 1)
Start Emo Game
Events
Unit - A unit comes within 256 of Bringer Of Happiness 0000 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Emo Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Happy Man for Player 1 (Red) at (Position of (Entering unit)) facing Default building facing degrees
Set Variable Set Player_Score[1] = (Player_Score[1] + 1)
Trigger - Run Emo_Game <gen> (ignoring conditions)
Change Happy 1
Events
Unit - A unit comes within 256 of Unhappiness Wizard 0017 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Happy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Position of (Entering unit)) facing Default building facing degrees
Change Happy 2
Events
Unit - A unit comes within 256 of Unhappiness Wizard 0020 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Happy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Position of (Entering unit)) facing Default building facing degrees
Change Happy 3
Events
Unit - A unit comes within 256 of Unhappiness Wizard 0021 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Happy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Position of (Entering unit)) facing Default building facing degrees
Change Happy 4
Events
Unit - A unit comes within 256 of Unhappiness Wizard 0019 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Happy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Position of (Entering unit)) facing Default building facing degrees
Change Happy 5
Events
Unit - A unit comes within 256 of Unhappiness Wizard 0018 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Happy Man
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Position of (Entering unit)) facing Default building facing degrees
Unhappiness Move
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Unhappiness Wizard 0020 <gen> to Patrol To . (Random point in Spawn_Area <gen>)
Unit - Order Unhappiness Wizard 0021 <gen> to Patrol To . (Random point in Spawn_Area <gen>)
Unit - Order Unhappiness Wizard 0017 <gen> to Patrol To . (Random point in Spawn_Area <gen>)
Unit - Order Unhappiness Wizard 0019 <gen> to Patrol To . (Random point in Spawn_Area <gen>)
Unit - Order Unhappiness Wizard 0018 <gen> to Patrol To . (Random point in Spawn_Area <gen>)
Spawn Creatures
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 99 , do (Actions)
Loop - Actions
Unit - Create 1 . UnHappy Man for Player 12 (Brown) at (Random point in Spawn_Area <gen>) facing (Random real number between 0.00 and 360.00) degrees
Unit - Create 1 . Emo Man for Player 12 (Brown) at (Random point in Spawn_Area <gen>) facing (Random real number between 0.00 and 360.00) degrees
Set Variable Set Emo_Unit = (Last created unit)
Set Variable Set PauseGame = "0"
End Game
Events
Player - Player 12 (Brown) 's Food used becomes Equal to 0.00
Conditions
PauseGame Equal to 0
Actions
Game - Display to (All players) for 10.00 seconds the text: Good Job. All the men are happy. Displaying scores in player order.
Game - Display to (All players) for 10.00 seconds the text: If you want to play again please have red type -go
Set Variable Set PauseGame = "1"
Respawn
Events
Player - Player 1 (Red) types a chat message containing -go (Unexpected type: 'stringnoformat') as An exact match
Conditions
PauseGame Equal to 1
Actions
Unit - Cause Unhappiness Wizard 0017 <gen> to damage circular area after 0 seconds of radius 1000000000.00 at (Center of (Playable map area)) , dealing 2999.00 damage of attack type Chaos and damage type Normal
Trigger - Run Spawn_Creatures <gen> (checking conditions)
Set Camera
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Camera - . Apply . gg_cam_Game_Camera for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Game_Camera for Player 8 (Pink) over 0 seconds
Visibility - Disable fog of war
Visibility - Disable black mask
Leaderboard Start UP
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Happiness Rating
Set Variable Set HappinessBoard = (Last created leaderboard)
Learderboad Set Up
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Leaderboard - Add Player 1 (Red) to HappinessBoard with label Player 1 and value Player_Score[1]
Leaderboard - Add Player 2 (Blue) to HappinessBoard with label Player 2 and value Player_Score[2]
Leaderboard - Add Player 3 (Teal) to HappinessBoard with label Player 3 and value Player_Score[3]
Leaderboard - Add Player 4 (Purple) to HappinessBoard with label Player 4 and value Player_Score[4]
Leaderboard - Add Player 5 (Yellow) to HappinessBoard with label Player 5 and value Player_Score[5]
Leaderboard - Add Player 6 (Orange) to HappinessBoard with label Player 6 and value Player_Score[6]
Leaderboard - Add Player 7 (Green) to HappinessBoard with label Player 7 and value Player_Score[7]
Leaderboard - Add Player 8 (Pink) to HappinessBoard with label Player 8 and value Player_Score[8]
Emo Game
Events
Conditions
Actions
Unit - Move Bringer Of Happiness 0000 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0002 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0003 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0012 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0013 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0014 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0015 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Move Bringer Of Happiness 0016 <gen> instantly to (Random point in Emo_Game <gen>)
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0000 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0002 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0003 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0012 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0013 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0014 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0015 <gen>
Unit - Add Ray Of Sunshine to Bringer Of Happiness 0016 <gen>
For each (Integer A) from 1 to 50 , do (Actions)
Loop - Actions
Unit - Create 1 . Emo Man for Player 11 (Dark Green) at (Random point in Emo_Spawn <gen>) facing (Random real number between 0.00 and 360.00) degrees
End Emo Game
Events
Player - Player 11 (Dark Green) 's Food used becomes Equal to 0.00
Conditions
Actions
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0000 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0002 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0003 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0012 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0013 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0014 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0015 <gen>
Unit - Remove Ray Of Sunshine from Bringer Of Happiness 0016 <gen>
Unit - Move Bringer Of Happiness 0000 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0002 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0003 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0012 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0013 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0014 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0015 <gen> instantly to (Random point in Spawn_Area <gen>)
Unit - Move Bringer Of Happiness 0016 <gen> instantly to (Random point in Spawn_Area <gen>)
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