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Triggers
tutorial14.w3x
Variables
start
Ressurect
Ressurect2
Teleport
door
door2
dying
appearing
checking
fighting
Random1
Trap1
Fixer
attack towers
Bishops
create tanks
Tanks 1
PTST12
PTST11
UP1
Tanks off
Fire
syand Fire
syand Fire 3
gg
entering win
coundowntimer
end lose
Введите ниже нестандартный код для указанной карты. Этот текст будет включен в код карты после объявления переменных и до кода любого триггера.
Name
Type
is_array
initial_value
area
rect
Yes
hero
unit
Yes
random
integer
No
Timer
timer
No
Ressurect
Events
Unit - A unit enters Ressurect <gen>
Conditions
Actions
Region - Center Start <gen> on (Center of Ressurect <gen>)
Trigger - Turn off (This trigger)
Ressurect2
Events
Unit - A unit enters Ressurect_2 <gen>
Conditions
Actions
Region - Center Start <gen> on (Center of Ressurect_2 <gen>)
Trigger - Turn off (This trigger)
Teleport
Events
Unit - A unit enters Teleport <gen>
Conditions
Actions
Special Effect - Create a special effect at (Position of (Entering unit)) using Abilities\Spells\Orc\HealingWave\HealingWaveTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Entering unit) instantly to (Center of winteleport <gen>)
door
Events
Unit - A unit enters Door <gen>
Conditions
(Item carried by (Entering unit) of type key type 1) Equal to (Item carried by (Entering unit) of type key type 1)
Actions
Destructible - Open Iron Gate 0218 <gen>
Item - Remove (Item carried by (Entering unit) in slot 1)
door2
Events
Unit - A unit enters Door2 <gen>
Conditions
(Item carried by (Entering unit) of type key type 2) Equal to (Item carried by (Entering unit) of type key type 2)
Actions
Destructible - Open Demonic Gate 0036 <gen>
Item - Remove (Item carried by (Entering unit) in slot 1)
dying
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Choosen one (Male 2)
Actions
Hero - Drop (Item carried by (Dying unit) in slot 1) from (Dying unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Last dropped item)) Equal to key type 1
Then - Actions
Item - Move (Last dropped item) to (Center of key <gen>)
Else - Actions
Item - Move (Last dropped item) to (Center of key_2 <gen>)
Unit - Create 1 . Choosen one (Male 2) for (Owner of (Dying unit)) at (Center of Start <gen>) facing Default building facing degrees
Selection - Select (Last created unit) for (Owner of (Dying unit))
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Start <gen>) over 0 seconds
appearing
Events
Time - Elapsed game time is 0.30 seconds
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: This "lol" game have been created by Vampire[K.B.]
Set Variable Set random = (Random integer number between 1 and 6)
Set Variable Set area[1] = R1 <gen>
Set Variable Set area[2] = R2 <gen>
Set Variable Set area[3] = R3 <gen>
Set Variable Set area[4] = R4 <gen>
Set Variable Set area[5] = R5 <gen>
Set Variable Set area[6] = R6 <gen>
Unit - Create 8 . Bishop for Player 12 (Brown) at (Random point in Bishops <gen>) facing Default building facing degrees
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
Unit - Create 1 . Choosen one (Male 2) for (Picked player) at (Random point in Start <gen>) facing Default building facing degrees
Set Variable Set hero[(Player number of (Picked player))] = (Last created unit)
Camera - Pan camera for (Picked player) to (Center of Start <gen>) over 0 seconds
Else - Actions
checking
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Choosen one (Male 2)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at (Position of (Picked unit))) Equal to Dalaran - Brick Tiles
Then - Actions
Unit - Explode (Picked unit) .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at (Position of (Picked unit))) Equal to Dalaran - Round Tiles
Then - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 5.00 towards (Facing of (Picked unit)) degrees.)
Else - Actions
Random1
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Set Variable Set random = (Random integer number between 1 and 6)
Unit Group - Pick every unit in (Units in area[random]) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 250.00 towards (Facing of (Picked unit)) degrees.) , facing ((Facing of (Picked unit)) + 5.00) degrees
Wait 0.10 seconds
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 25.00 towards (Facing of (Picked unit)) degrees.) , facing ((Facing of (Picked unit)) + 10.00) degrees
Wait 0.10 seconds
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 25.00 towards (Facing of (Picked unit)) degrees.) , facing ((Facing of (Picked unit)) + 10.00) degrees
Special Effect - Create a special effect at (Center of area[random]) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Trap1
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of Trap1 <gen>) facing Default building facing degrees
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of trap_2 <gen>) facing Default building facing degrees
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of Trap3 <gen>) facing Default building facing degrees
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of T1 <gen>) facing Default building facing degrees
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of T2 <gen>) facing Default building facing degrees
Unit - Create 1 . trap1 for Player 12 (Brown) at (Center of T3 <gen>) facing Default building facing degrees
Fixer
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to trap1
Actions
Wait 1.00 seconds
Unit - Remove (Entering unit) from the game
attack towers
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Order Cannon Tower 0002 <gen> to Attack Ground . (Random point in 1 <gen>)
Unit - Order Cannon Tower 0001 <gen> to Attack Ground . (Random point in 2 <gen>)
Unit - Order Cannon Tower 0000 <gen> to Attack Ground . (Random point in 3 <gen>)
Unit - Order Cannon Tower 0015 <gen> to Attack Ground . (Random point in 2 <gen>)
Bishops
Events
Time - Every 1.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Bishop) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Random point in Bishops <gen>)
Unit - Set (Picked unit) movement speed to (Random real number between 150.00 and 522.00)
create tanks
Events
Time - Every 2.70 seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of car_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of car_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of car_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of car_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of PT1 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of st1 <gen>) facing Default building facing degrees
Unit - Create 1 . Siege Engine for Player 12 (Brown) at (Center of UP1 <gen>) facing Default building facing degrees
Tanks 1
Events
Unit - A unit enters car_1 <gen>
Unit - A unit enters car_2 <gen>
Unit - A unit enters car_3 <gen>
Unit - A unit enters car_4 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of car_1_off <gen>)
PTST12
Events
Unit - A unit enters PT1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of PT2 <gen>)
PTST11
Events
Unit - A unit enters st1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of st2 <gen>)
UP1
Events
Unit - A unit enters UP1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of UP1_OFF <gen>)
Tanks off
Events
Unit - A unit enters car_1_off <gen>
Unit - A unit enters PT2 <gen>
Unit - A unit enters st2 <gen>
Unit - A unit enters UP1_OFF <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
syand Fire
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Animation - Play the stand animation for all doodads of type YOf1 (Unexpected type: 'doodadcode') within Fire <gen> .
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Unit Group - Pick every unit in (Units in Fire <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.50)
Wait 0.05 seconds
Animation - Play the death animation for all doodads of type YOf1 (Unexpected type: 'doodadcode') within Fire <gen> .
Wait 0.75 seconds
Trigger - Run (This trigger) (ignoring conditions)
syand Fire 3
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Animation - Play the stand animation for all doodads of type YOf1 (Unexpected type: 'doodadcode') within Fire_______________________________________________________________u <gen> .
Unit Group - Pick every unit in (Units in Fire_______________________________________________________________u <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.70)
Wait 0.10 seconds
Unit Group - Pick every unit in (Units in Fire_______________________________________________________________u <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.70)
Wait 0.10 seconds
Unit Group - Pick every unit in (Units in Fire_______________________________________________________________u <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.70)
Wait 0.10 seconds
Unit Group - Pick every unit in (Units in Fire_______________________________________________________________u <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.70)
Wait 0.10 seconds
Unit Group - Pick every unit in (Units in Fire_______________________________________________________________u <gen>) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 0.70)
Wait 0.10 seconds
Animation - Play the death animation for all doodads of type YOf1 (Unexpected type: 'doodadcode') within Fire_______________________________________________________________u <gen> .
Wait 0.50 seconds
Trigger - Run (This trigger) (ignoring conditions)
entering win
Events
Unit - A unit enters win <gen>
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Actions)
Loop - Actions
Game - Victory (Player((Integer A))) ( Show dialogs, Show scores)
coundowntimer
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Sound - Play PH1 <gen>
Countdown Timer - Start Timer as a One-shot timer that will expire in 480.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Lose in:
end lose
Events
Time - Timer expires
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: May be next time will be better
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