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Triggers
City Brawl.w3x
Variables
Initialization
Init
Timer
Policeoff
Police Comes
Leave Blue
Leave Blue Copy
Win Red
Win Blue
Traunit
Traunit Copy
City Chaos
Eyedef
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
BarrelDes
unit
No
UnitNull
MyPoint
location
No
MyUnitGroup
group
No
PolicePoint
location
No
PoliceTimer
timer
No
Init
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Game - Display to (All players) the text: |cffff0000Loading...|r
Wait 2 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Display to (All players) the text: Welcome to |cff995500Mass Fight|r. Here you send units to your enemy's base and try to win by destroying it.|cff995500Game host |cffff0000(Player 1)|r |cff995500may type|r |cffffcc00-police|r |cff995500to activate police mode or |cffffcc00-normal|r |cff995500to activate normal mode in 15 seconds.|r|cffff0000(If anything is not typed at all, game will be automatically be set to normal mode)|r
Quest - Create a Required quest titled Objective with the description Destroy the opposing base by sending units. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Gold with the description All units carry gold on their pocket. You can get gold by killing enemies. , using icon path ReplaceableTextures\CommandButtons\BTNTransmute.blp
Quest - Create a Optional quest titled Credits with the description I make this map by myself, OmNomNom. If you find bugs, please post a comment at Hiveworkshop.com. , using icon path ReplaceableTextures\CommandButtons\BTNAbomination.blp
Quest - Create a Required quest titled City Eye with the description The Eye in the center heals damaged units with its power. , using icon path ReplaceableTextures\CommandButtons\BTNScout.blp
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Timer
Events
Player - Player 1 (Red) types a chat message containing -police (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Policeoff <gen>
Game - Display to (All players) the text: |cffffcc00Game Type:|r |cffff0000Police|rThe Police have chosen to investigate the matter concerning about a mass fight in the city. You have 10 minutes to win or you both lose.
Countdown Timer - Start PoliceTimer as a One-shot timer that will expire in 600.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Police Arrival
Countdown Timer - Show (Last created timer window)
Policeoff
Events
Time - Elapsed game time is 17.00 seconds
Player - Player 1 (Red) types a chat message containing -normal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Game Type:|r |cffff0000Normal|rThe Police were lazy to investigate the mass fight, so you are free from the police. Take your time for killing the enemy.
Trigger - Turn off Timer <gen>
Trigger - Turn off Police_Comes <gen>
Trigger - Turn off (This trigger)
Police Comes
Events
Time - PoliceTimer expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn off Win_Blue <gen>
Trigger - Turn off Win_Red <gen>
Destructible - Pick every destructible in (Playable map area) and do (Kill (Picked destructible))
Game - Display to (All players) the text: The Police have arrived! Game will end in 15 seconds.
Set Variable Set PolicePoint = (Center of Region_000 <gen>)
Unit - Create 15 Police for Neutral Hostile at PolicePoint facing PolicePoint
Game - Defeat Player 1 (Red) with the message: The Police killed you!
Game - Defeat Player 2 (Blue) with the message: The Police killed you all!
Leave Blue
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Blue has left the game. You won!
Wait 2 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Leave Blue Copy
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Red has left the game. You won!
Wait 2 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
This my friends, is death.
Win Red
Events
Unit - Red Base 0000 <gen> Dies
Conditions
Actions
Trigger - Turn off Leave_Blue <gen>
Trigger - Turn off Leave_Blue_Copy <gen>
Game - Display to (All players) the text: |cff7777aa*******************************************************|r |cffffcc00Blue Team has won!|r|cffff0000Thanks for playing! Game will end in 15 seconds.|r|cff7777aa*******************************************************|r
Wait 15.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: The Blue Team killed you!
Win Blue
Events
Unit - Blue Base 0001 <gen> Dies
Conditions
Actions
Trigger - Turn off Leave_Blue <gen>
Trigger - Turn off Leave_Blue_Copy <gen>
Game - Display to (All players) the text: |cff7777aa*******************************************************|r |cffffcc00Red Team has won!|r|cffff0000Thanks for playing! Game will end in 15 seconds.|r|cff7777aa*******************************************************|r
Wait 15.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: The Red Team killed you!
Traunit
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Blue Base
(Unit-type of (Trained unit)) Not equal to Builder
Actions
Traunit Copy
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Red Base
(Unit-type of (Trained unit)) Not equal to Builder
Actions
Set Variable Set MyPoint = (Center of Region_001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . MyPoint
Custom script: call RemoveLocation(udg_MyPoint)
City Chaos
Events
Unit - City Eye 0034 <gen> Dies
Conditions
Actions
Trigger - Turn off Win_Blue <gen>
Trigger - Turn off Win_Red <gen>
Trigger - Turn off Leave_Blue <gen>
Trigger - Turn off Leave_Blue_Copy <gen>
Wait 2.00 seconds
Player Group - Pick every player in (All players) and do (Shake the camera for (Picked player) with magnitude 50.00)
Wait 5.00 seconds
Player Group - Pick every player in (All players) and do (Shake the camera for (Picked player) with magnitude 100.00)
Wait 5.00 seconds
Set Variable Set MyUnitGroup = (Units in (Playable map area))
Unit Group - Pick every unit in MyUnitGroup and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup(udg_MyUnitGroup)
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Wait 5.00 seconds
Game - Display to (All players) the text: |cffff0000THE EYE IS DETROYED! You both lost, so it's a tie!|r
Eyedef
Events
Unit - City Eye 0034 <gen> Is attacked
Conditions
Actions
Wait 0.75 seconds
Unit - Kill (Attacking unit)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Attacked unit) using Units\NightElf\Wisp\WispExplode.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Attacking unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
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