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Triggers
WARcraft TDDD.w3x
Variables
Initialization
Spawn waves
waves 1
waves 2
waves 3
waves 4
gold
move
move 2
move 3
move 4
move 5
move 6
move 6
DIE
Castle
Lives
Sell
defeat
Visible
Bonty
GOLD START
Name
Type
is_array
initial_value
income
real
No
unittt
group
Yes
Spawn waves
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Trigger - Turn on waves_1 <gen>
Wait 20.00 seconds
Trigger - Turn off waves_1 <gen>
Wait 10.00 seconds
Trigger - Turn on waves_2 <gen>
Wait 20.00 seconds
Trigger - Turn off waves_2 <gen>
Wait 10.00 seconds
Trigger - Turn on waves_3 <gen>
Wait 20.00 seconds
Trigger - Turn off waves_3 <gen>
Wait 10.00 seconds
Trigger - Turn on waves_4 <gen>
Wait 20.00 seconds
Trigger - Turn off waves_4 <gen>
Wait 10.00 seconds
waves 1
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Create 2 . Footman for Player 12 (Brown) at (Center of Region_000 <gen>) facing Default building facing degrees
waves 2
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Create 2 . Knight for Player 12 (Brown) at (Center of Region_000 <gen>) facing Default building facing degrees
waves 3
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Create 2 . creep 3 for Player 12 (Brown) at (Center of Region_000 <gen>) facing Default building facing degrees
waves 4
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Create 1 . creep 4 for Player 12 (Brown) at (Center of Region_000 <gen>) facing Default building facing degrees
gold
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 50 to Player 1 (Red) . Current gold
Player - Add 50 to Player 2 (Blue) . Current gold
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 50 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 8 (Pink) . Current gold
move
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_001 <gen>)
move 2
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_002 <gen>)
move 3
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_003 <gen>)
move 4
Events
Unit - A unit enters Region_003 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_004 <gen>)
move 5
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_005 <gen>)
move 6
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_007 <gen>)
move 6
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_006 <gen>)
DIE
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Explode (Triggering unit) .
Lives
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Cause (Triggering unit) to damage -Castle- 0001 <gen> , dealing 1.00 damage of attack type Spells and damage type Normal
Sell
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Unit - A unit owned by Player 9 (Gray) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Sell
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Kill (Triggering unit)
Unit - Remove (Trained unit) from the game
Player - Add (Point-value of (Triggering unit)) to (Owner of (Trained unit)) . Current gold
Game - Display to (Player group((Owner of (Trained unit)))) the text: ((|c0000cdf9You recieved |r + (String((Point-value of (Triggering unit))))) + (|c0000cdf9 gold for selling a |r + (Name of (Triggering unit))))
defeat
Events
Unit - -Castle- 0001 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: NEXT TIME NOOBS.... MUHAHAHAHA
Visible
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Bonty
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Player - Add (Point-value of (Triggering unit)) to (Owner of (Killing unit)) . Current gold
GOLD START
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 100
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
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