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Triggers
Item World.w3x
Variables
Initialization
Melee Initialization
Scane
Hero Revive
Kirata
Kirata Back
Kirata Dead
Enemy Spawm
Creep Initialization
Creep Respawn
Scout Tower Dead
Scout Tower Dies
Guard Tower Dies
Cannon Tower Dies
Arcane Tower Dies
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
tmpPoint
location
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 - Set starting resources (for all players)
Melee Game - Run melee AI scripts (for computer players)
Unit - Change color of Type: King 0046 <gen> to Red
Unit - Change color of Type: Jendral 0065 <gen> to Maroon
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0031 <gen>
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0032 <gen>
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0033 <gen>
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0034 <gen>
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0035 <gen>
Hero - Create Bronze Sword (left) and give it to Type: Soldier 0036 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0031 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0032 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0033 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0034 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0035 <gen>
Hero - Create Standar Bronze Helm and give it to Type: Soldier 0036 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0036 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0035 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0034 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0033 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0032 <gen>
Hero - Create Ivory Tower and give it to Type: Soldier 0031 <gen>
Destructible - Open City Entrance 0931 <gen>
Destructible - Open City Entrance 0930 <gen>
Destructible - Open City Entrance 0932 <gen>
Visibility - Enable fog of war
Visibility - Enable black mask
Scane
Events
Map initialization
Conditions
Actions
Cinematic - Send transmission to (All players) from Type: King 0046 <gen> named Captain : Play No sound and display Okay soldier your mission is kill Kirata to make our king dom save...!!! . Modify duration: Add 0 seconds and Wait
Wait 0.50 seconds
Unit - Order Type: King 0046 <gen> to Move To . (Center of King_Point <gen>)
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Hero Revive
Events
Unit - A unit Dies
Conditions
Type: Soldier Equal to (Unit-type of (Dying unit))
Actions
Hero - Instantly revive (Triggering unit) at (Center of Hero_Revive <gen>) , Hide revival graphics
Kirata Back
Events
Unit - A unit leaves kabut <gen>
Conditions
(Triggering unit) Equal to Name: Kirata 0000 <gen>
Actions
Unit - Move Name: Kirata 0000 <gen> instantly to (Center of Region_002 <gen>) , facing (Position of (Triggering unit))
Kirata Dead
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Name: Kirata 0000 <gen>
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 12 (Brown) with the message: Defeat!
Creep Initialization
Events
Map initialization
Conditions
Actions
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_004 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Captain (bot) for Player 12 (Brown) at (Center of Region_004 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_007 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Captain (bot) for Player 12 (Brown) at (Center of Region_007 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_005 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Assasin (bot) for Player 12 (Brown) at (Center of Region_005 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_006 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Assasin (bot) for Player 12 (Brown) at (Center of Region_006 <gen>) facing (Position of (Triggering unit))
Trigger - Turn off (This trigger)
Creep Respawn
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_004 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Captain (bot) for Player 12 (Brown) at (Center of Region_004 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_007 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Captain (bot) for Player 12 (Brown) at (Center of Region_007 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_005 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Assasin (bot) for Player 12 (Brown) at (Center of Region_005 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Type: Soldier (bot) for Player 12 (Brown) at (Center of Region_006 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Type: Assasin (bot) for Player 12 (Brown) at (Center of Region_006 <gen>) facing (Position of (Triggering unit))
Scout Tower Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Scout Tower
Actions
Custom script: call RemoveLocation (udg_tmpPoint)
Set Variable Set tmpPoint = (Position of (Dying unit))
Unit - Create 1 Death Scout Tower for Neutral Passive at (Position of (Triggering unit)) facing (Position of (Triggering unit))
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