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Triggers
unit spawning by vex.w3x
Variables
Initialization
STARTUP
Spawn Units
HUMAN
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
STARTUP
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 1000
Player - Set (Picked player) . Current lumber to 1000
========================================================================================================================================CODED BY VEXSLASHER
=======================================================================================================================================
HUMAN
Events
Time - Every 20.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Town Hall))) Greater than or equal to 1
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Keep))) Greater than or equal to 1
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Castle))) Greater than or equal to 1
Actions
-------- FOOTMEN --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Town Hall)) and do (Actions)
Loop - Actions
Unit - Create 1 . Footman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
-------- RIFLEMEN --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Keep)) and do (Actions)
Loop - Actions
Unit - Create 1 . Rifleman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
-------- KNIGHTS --------
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Castle)) and do (Actions)
Loop - Actions
Unit - Create 1 . Knight for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
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