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Triggers
Warcraft orchestra - Xmas.w3x
Variables
Initialisierung
read this
sound channel
sight for player
just for test if you are lightblue and none is red
pan begin for every player
deselect if someone try to move unit
---------------------------
focus hunter
hunter zone
MUSIC BEGINS
patroul
---------------------------
building dies
The first building
second main building dies
camera
cam pan if unit dies
camsetting
some fun : P
sword of war
talk to woman
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
Name
Type
is_array
initial_value
destruct
destructable
No
move
location
No
Posi1
location
No
posi2
location
No
zoneposi
location
No
im not a genious terrain maker, but i did the best i can, hope u understand that ... ; D
sound channel
Events
Map initialization
Conditions
Actions
Sound - Set Music to 100 %
Sound - Set Unit Response Sounds to 0.00 %
Sound - Set Unit Movement Sounds to 40.00 %
Sound - Set Combat Sounds to 20.00 %
Sound - Set Ambient Sounds to 0.00 %
Sound - Set User Interface Sounds to 0.00 %
Sound - Set Animation and Spell Sounds to 0.00 %
Vorgegebene Nahkampf-Spielinitialisierung für alle Spieler
sight for player
Events
Map initialization
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Stop music After fading
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
just for test if you are lightblue and none is red
Events
Player - Player 3 (Teal) types a chat message containing angriff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Order Huntress 0000 <gen> to Attack . Death Knight 0001 <gen>
pan begin for every player
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Position of Huntress 0000 <gen>) over 0 seconds
deselect if someone try to move unit
Events
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 11 (Dark Green) Selects a unit
Player - Player 12 (Brown) Selects a unit
Conditions
Actions
Selection - Clear selection
focus hunter
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Lock camera target for (Picked player) to Huntress 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
hunter zone
Events
Unit - A unit enters teleport_back <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Huntress
Actions
Set Variable Set posi2 = (Position of Huntress 0000 <gen>)
Set Variable Set zoneposi = (Center of hunterplace <gen>)
Special Effect - Create a special effect at (Position of Huntress 0000 <gen>) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Huntress 0000 <gen> instantly to (Center of hunterplace <gen>)
Custom script: call RemoveLocation(udg_posi2)
Custom script: call RemoveLocation(udg_zoneposi)
Vorgegebene Nahkampf-Spielinitialisierung für alle Spieler
MUSIC BEGINS
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Death Knight 0001 <gen>
Actions
Unit - Hide Huntress 0000 <gen>
Trigger - Turn off focus_hunter <gen>
Sound - Play war3mapImported\for wc33.mp3 (Unexpected type: 'musictheme') .
Wait 161.00 seconds
Wait 2.79 seconds
Unit - Pause Bandit Lord 1190 <gen>
Animation - Change Bandit Lord 1190 <gen> flying height to 0.00 at 1300.00
Wait 0.70 seconds
Trigger - Turn off cam_pan_if_unit_dies <gen>
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Position of Bandit Lord 1190 <gen>) over 1.00 seconds
Sound - Play BuildingDeathLargeHuman <gen> at 100 % volume, located at (Position of Bandit Lord 1190 <gen>) with Z offset 0
Unit - Create 1 . dummy explosion for Player 1 (Red) at (Position of Bandit Lord 1190 <gen>) facing Default building facing degrees
Environment - Create a 4.00 second Normal ripple deformation at (Position of Bandit Lord 1190 <gen>) with starting radius 400.00 , ending radius 3000.00 , and depth 170.00 , using 1.50 second ripples spaced 1500.00 apart
Animation - Change (Last created unit) 's size to ( 200.00 %, 200.00 %, 200.00 %) of its original size
Unit Group - Pick every unit in (Units within 6000.00 of (Position of Bandit Lord 1190 <gen>).) and do (Actions)
Loop - Actions
Unit - Cause Huntress 0000 <gen> to damage (Picked unit) , dealing 1000000000.00 damage of attack type Chaos and damage type Normal
Sound - Play war3mapImported\hoho!!.mp3 (Unexpected type: 'musictheme') .
Animation - Change Bandit Lord 1190 <gen> 's animation speed to 30.00 % of its original speed
Animation - Play Bandit Lord 1190 <gen> 's slam animation
Wait 2.00 seconds
Animation - Play Bandit Lord 1190 <gen> 's slam animation
Game - Display to (All players) for 30 seconds the text: MERRY XMAS! ^^
Wait 5.00 seconds
Wait 5.00 seconds
Wait 5.00 seconds
Cinematic - Apply a filter over 0.00 seconds using Normal blending on texture Black Mask , starting with color ( 100 %, 100 %, 100 %) and 100 % transparency and ending with color ( 0 %, 0 %, 0 %) and 0 % transparency
Game - Pause the game
Game - Display to (All players) for 30 seconds the text: Made by Mighty[sand]
patroul
Events
Map initialization
Conditions
Actions
Unit - Order Zeppelin 0650 <gen> to Patrol To . (Center of Gebiet_004 <gen>)
Wait 4.00 seconds
Unit - Order Zeppelin 1182 <gen> to Patrol To . (Center of Gebiet_003 <gen>)
building dies
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A structure) Equal to True
(Gebiet_000 <gen> contains (Triggering unit)) Equal to True
Actions
Set Variable Set Posi1 = (Position of (Dying unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random real number between 0.00 and 100.00) Greater than or equal to 50.00
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Shake the camera for (Picked player) with magnitude 30.00
Unit - Create 1 . dummy explosion for Player 1 (Red) at Posi1 facing Default building facing degrees
-------- This customscript destroys automaticly the next group --------
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 800.00 of Posi1.) and do (Actions)
Loop - Actions
Unit - Cause Huntress 0000 <gen> to damage (Picked unit) , dealing 100.00 damage of attack type Chaos and damage type Normal
Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
Sound - Play BuildingDeathLargeHuman <gen> at 100 % volume, located at Posi1 with Z offset 0
Wait 0.50 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Stop swaying/shaking the camera for (Picked player) .
Sound - Play NightElfBuildingDeathLarge1 <gen> at 100 % volume, located at Posi1 with Z offset 0
Destructible - Pick every destructible within 700.00 of Posi1 and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
-------- leak destroyed --------
Custom script: call RemoveLocation(udg_Posi1)
Else - Actions
Special Effect - Create a special effect at Posi1 using AncientExplode.mdx
-------- special effect destroyed --------
Special Effect - Destroy (Last created special effect)
Sound - Play BuildingDeathLargeHuman01 <gen> at 100 % volume, located at Posi1 with Z offset 0
-------- leak destroyed --------
Custom script: call RemoveLocation(udg_Posi1)
The first building
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Fortress 0422 <gen>
Actions
Set Variable Set Posi1 = (Position of (Dying unit))
Unit - Create 1 . dummy explosion for Player 1 (Red) at Posi1 facing Default building facing degrees
Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
Environment - Create a 4.00 second Normal ripple deformation at Posi1 with starting radius 400.00 , ending radius 2000.00 , and depth 125.00 , using 1.50 second ripples spaced 700.00 apart
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Shake the camera for (Picked player) with magnitude 30.00
-------- This customscript destroys automaticly the next group --------
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 800.00 of Posi1.) and do (Actions)
Loop - Actions
Unit - Cause Huntress 0000 <gen> to damage (Picked unit) , dealing 100.00 damage of attack type Chaos and damage type Normal
Sound - Play BuildingDeathLargeHuman <gen> at 100 % volume, located at Posi1 with Z offset 0
Wait 0.50 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Stop swaying/shaking the camera for (Picked player) .
Sound - Play NightElfBuildingDeathLarge1 <gen> at 100 % volume, located at Posi1 with Z offset 0
Destructible - Pick every destructible within 700.00 of (Position of (Dying unit)) and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
-------- leak destroyed --------
Custom script: call RemoveLocation(udg_Posi1)
second main building dies
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Fortress 0830 <gen>
Actions
Set Variable Set Posi1 = (Position of (Dying unit))
Unit - Create 1 . dummy explosion for Player 1 (Red) at Posi1 facing Default building facing degrees
Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
Camera - Shake the camera for Player 1 (Red) with magnitude 30.00
-------- This customscript destroys automaticly the next group --------
Custom script: set bj_wantDestroyGroup = true
Environment - Create a 4.00 second Normal ripple deformation at Posi1 with starting radius 400.00 , ending radius 1500.00 , and depth 242.00 , using 1.50 second ripples spaced 700.00 apart
Unit Group - Pick every unit in (Units within 800.00 of Posi1.) and do (Actions)
Loop - Actions
Unit - Cause Huntress 0000 <gen> to damage (Picked unit) , dealing 100.00 damage of attack type Chaos and damage type Normal
Sound - Play BuildingDeathLargeHuman <gen> at 100 % volume, located at Posi1 with Z offset 0
Wait 0.50 seconds
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Sound - Play NightElfBuildingDeathLarge1 <gen> at 100 % volume, located at Posi1 with Z offset 0
Destructible - Pick every destructible within 700.00 of Posi1 and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
-------- leak destroyed --------
Custom script: call RemoveLocation(udg_Posi1)
cam pan if unit dies
Events
Unit - A unit Dies
Conditions
(Dying unit) Not equal to Wisp 0669 <gen>
(Unit-type of (Dying unit)) Not equal to dummy explosion
Actions
Set Variable Set move = (Position of (Dying unit))
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (move offset by 30.00 towards 0.00 degrees.) over 0.60 seconds
-------- leak destroyed --------
Custom script: call RemoveLocation(udg_move)
camsetting
Events
Map initialization
Conditions
Actions
Camera - Sway the camera source for Player 1 (Red) with magnitude 60.00 and velocity 1.00
Camera - Change camera smoothing factor to 120.00
sword of war
Events
Map initialization
Conditions
Actions
Special Effect - Create a special effect attached to the hand, right (Unexpected type: 'attachpoint') of Villager 1144 <gen> using Sword_of_War.mdx
talk to woman
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Wisp 0394 <gen>
Actions
Floating Text - Create floating text that reads Yeah, this is the sword of war! above Villager 1144 <gen> with Z offset 100.00 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0.00 % transparency
Wait 2 seconds
Floating Text - Create floating text that reads Yeah, this is the sword of war! above Villager 1144 <gen> with Z offset 100.00 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0.00 % transparency
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