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Triggers
WC25 ACT 1 Mission 1 Hillsbrad.w3x
Variables
Gold Mine
Warning
Collapse
Spawn
Invasion
Expansion Wave
Forwarding Enable
Forwarding Disable
Exp Waves Subsequent
Farm Wave 6
Peasant Wave 20
Wood Wave 1000
Wood Wave 2000
Command Orc
Command Orc Exp
Command Orc Exp 2
Command Gnoll
Command Bandit
Period Spawn Orc
Period Spawn Orc Kill
Period Spawn Bandit
Period Spawn Gnoll
Captives
Elves First Encounter
Captive Cage 1
Captive Cage 2
Ogre Rescue Wake Up
Spawn Interrupt Messages
Bandits
Gnolls
Orc
New Enemy Messages
Bandit Encounter
Orc Encounter
Gnoll Encounter
Initialization
Melee Initialization
Victory
Farm Message
Barracks Message
Lumber Message
Peasant Message
Victory
Defeat
Defeat
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
FarmsQuest
handle
No
LumberCount
boolean
No
Music
sound
Yes
townhallogremound
unit
No
UnitNull
Warning
Events
Unit - Ogre Lord 0110 <gen> Dies
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play Hint <gen>
Cinematic - Send transmission to Player Group - Player 2 (Blue) from Knight-Commander 0021 <gen> named Knight-Commander Bradley : Play No sound and display This mine would be perfect, but I worry it's far too close to the advancing orcs. Setting up a camp here is likely to provoke them. . Modify duration: Add 7.00 seconds and Wait
Collapse
Events
Player - Player 2 (Blue) 's Total gold gathered becomes Greater than or equal to 500.00
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - . Apply . gg_cam_Mine_Camera for Player 2 (Blue) over 2.00 seconds
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Mine_Visibility <gen>
Wait 3.00 seconds
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.35 seconds
Sound - Play StoneBridgeRise <gen> at 100 % volume, located at (Center of Gold_MIne <gen>) with Z offset 0
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit Group - Pick every unit in (Units in Kill_Zone_Mine <gen>) and do (Kill (Picked unit))
Wait 0.25 seconds
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.55 seconds
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.25 seconds
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.35 seconds
Special Effect - Create a special effect at (Center of Mine_Entrance <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Create a special effect at (Random point in Mine_Entrance <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.35 seconds
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Center of Region_012 <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Center of Region_013 <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Center of Region_014 <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Center of Region_015 <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Center of Region_016 <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Destructible - Create a LTrc (Unexpected type: 'destructablecode') at (Random point in Mine_Entrance <gen>) facing (Random angle) with scale 1.25 and variation 0
Wait 2.00 seconds
Sound - Play KoboldYesAttack3 <gen> at 100 % volume, located at (Center of Kobold_Spawn_1 <gen>) with Z offset 0
Special Effect - Create a special effect at (Random point in Kobold_Spawn_1 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_1 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Wait 0.25 seconds
Special Effect - Create a special effect at (Random point in Kobold_Spawn_1 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_1 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Wait 0.25 seconds
Sound - Play KoboldYesAttack2 <gen> at 100 % volume, located at (Center of Kobold_Spawn_2 <gen>) with Z offset 0
Special Effect - Create a special effect at (Random point in Kobold_Spawn_1 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_1 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Wait 0.25 seconds
Special Effect - Create a special effect at (Random point in Kobold_Spawn_1 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_1 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Wait 0.25 seconds
Special Effect - Create a special effect at (Random point in Kobold_Spawn_1 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_1 <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Random point in Kobold_Spawn_2 <gen>) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Unit - Create 1 . Kobold Tunneler for Neutral Hostile at (Random point in Kobold_Spawn_2 <gen>) facing 180.00 degrees
Wait 1.00 seconds
Sound - Play KoboldPissed4 <gen> at 100 % volume, attached to Gold Mine 0023 <gen>
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Neutral Hostile . Kobold Tunneler named Tunneler Gobb Dimpick at (Center of Gold_MIne <gen>) : Play KoboldPissed4 <gen> and display YOU NO TAKE GOLD, HUMAN!!! . Modify duration: Add 2.00 seconds and Wait
Unit Group - Pick every unit in (Units in Kobold_Spawn_2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Human_Base <gen>))
Visibility - Disable (Last created visibility modifier)
Camera - Reset camera for Player 2 (Blue) to standard game-view over 1.00 seconds
Sound - Play FootmanYesAttack3 <gen> at 100 % volume, attached to Town Hall 0008 <gen>
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Footman named Private Milton at (Player 2 (Blue) start location) : Play FootmanYesAttack3 <gen> and display TO ARMS!!! . Modify duration: Add 1.00 seconds and Wait
Wait 25.00 seconds
Cinematic - Send transmission to Player Group - Player 2 (Blue) from Knight-Commander 0021 <gen> named Knight-Commander Bradly : Play No sound and display The orcs will be at the gates of Lordaeron before we dig through that. The mine is lost... . Modify duration: Add 0 seconds and Wait
Invasion
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Period_Spawn_Orc_Kill <gen>
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Footman named Private Milton at (Center of Human_Base <gen>) : Play Warning <gen> and display My lord! The scouts report that the main orcish army is almost upon us! They are bringing war machines to lay waste to Hillsbrad! . Modify duration: Add 5.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 2 (Blue) from Knight-Commander 0021 <gen> named Knight-Commander Bradly : Play No sound and display These are grim news you bring. I'm not sure if we can hold against their advance. . Modify duration: Add 0 seconds and Wait
Expansion Wave
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
(Ogre_Camp <gen> contains (Constructed structure)) Equal to True
(Unit-type of (Constructed structure)) Equal to Town Hall
(Barracks 0001 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 8 . Raider for Player 1 (Red) at (Center of Raid_Spawn_2_Exp <gen>) facing Default building facing degrees
Trigger - Turn on Exp_Waves_Subsequent <gen>
Forwarding Enable
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Town Hall
(Ogre_Camp <gen> contains (Dying unit)) Equal to True
Actions
Trigger - Turn on Command_Orc_Exp_2 <gen>
Trigger - Turn on Forwarding_Disable <gen>
Forwarding Disable
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
(Ogre_Camp <gen> contains (Constructed structure)) Equal to True
(Unit-type of (Constructed structure)) Equal to Town Hall
(Barracks 0001 <gen> is alive) Equal to True
Actions
Trigger - Turn off Command_Orc_Exp_2 <gen>
Exp Waves Subsequent
Events
Time - Every 180.00 seconds of game time
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Unit - Create 5 . Raider for Player 1 (Red) at (Center of Raid_Spawn_2_Exp <gen>) facing Default building facing degrees
Farm Wave 6
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of living Farm units owned by Player 2 (Blue)) Greater than or equal to 6
(Watch Tower 0032 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 5 . Brigand for Player 12 (Brown) at (Center of Bandit_Spawn <gen>) facing Default building facing degrees
Peasant Wave 20
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of living Peasant units owned by Player 2 (Blue)) Greater than or equal to 20
(Watch Tower 0070 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 6 . Gnoll Assassin for Player 9 (Gray) at (Center of Gnoll_Raid_Spawn <gen>) facing Default building facing degrees
Wood Wave 1000
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 1000
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 6 . Grunt for Player 1 (Red) at (Center of Raid_Spawn_1 <gen>) facing Default building facing degrees
Wood Wave 2000
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 2000.00
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Create 6 . Grunt for Player 1 (Red) at (Center of Raid_Spawn_1 <gen>) facing Default building facing degrees
Command Orc
Events
Unit - A unit enters Raid_Spawn_1 <gen>
Conditions
((Entering unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Unit Group - Pick every unit in (Units in Raid_Spawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Attack <gen>))
Command Orc Exp
Events
Unit - A unit enters Raid_Spawn_2_Exp <gen>
Conditions
((Entering unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Unit Group - Pick every unit in (Units in Raid_Spawn_2_Exp <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Ogre_Camp <gen>))
Command Orc Exp 2
Events
Unit - A unit enters Ogre_Camp <gen>
Conditions
((Entering unit) belongs to an ally of Player 1 (Red).) Equal to True
Actions
Unit Group - Pick every unit in (Units in Ogre_Camp <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Attack <gen>))
Command Gnoll
Events
Unit - A unit enters Gnoll_Raid_Spawn <gen>
Conditions
((Entering unit) belongs to an ally of Player 9 (Gray).) Equal to True
Actions
Unit Group - Pick every unit in (Units in Gnoll_Raid_Spawn <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Human_Base <gen>))
Command Bandit
Events
Unit - A unit enters Bandit_Spawn <gen>
Conditions
((Entering unit) belongs to an ally of Player 12 (Brown).) Equal to True
Actions
Unit Group - Pick every unit in (Units in Bandit_Spawn <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Human_Base <gen>))
Period Spawn Orc
Events
Time - Every 240.00 seconds of game time
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Unit - Create 3 . Grunt for Player 1 (Red) at (Center of Raid_Spawn_1 <gen>) facing Default building facing degrees
Period Spawn Orc Kill
Events
Time - Every 120.00 seconds of game time
Conditions
(Barracks 0001 <gen> is alive) Equal to True
Actions
Unit - Create 7 . Grunt for Player 1 (Red) at (Center of Raid_Spawn_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Catapult for Player 1 (Red) at (Center of Raid_Spawn_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Raider for Player 1 (Red) at (Center of Raid_Spawn_2_Exp <gen>) facing Default building facing degrees
Period Spawn Bandit
Events
Time - Every 360.00 seconds of game time
Conditions
(Watch Tower 0032 <gen> is alive) Equal to True
Actions
Unit - Create 5 . Bandit for Player 12 (Brown) at (Center of Bandit_Spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Player 12 (Brown) at (Center of Bandit_Spawn <gen>) facing Default building facing degrees
Period Spawn Gnoll
Events
Time - Every 600.00 seconds of game time
Conditions
(Watch Tower 0070 <gen> is alive) Equal to True
Actions
Unit - Create 5 . Gnoll Poacher for Player 9 (Gray) at (Center of Gnoll_Raid_Spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Gnoll Assassin for Player 9 (Gray) at (Center of Gnoll_Raid_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Gnoll Overseer for Player 9 (Gray) at (Center of Gnoll_Raid_Spawn <gen>) facing Default building facing degrees
Elves First Encounter
Events
Unit - A unit Is rescued
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play QuestLog <gen>
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 3 (Teal) . Priest named Lorsen Evensun at (Position of Knight-Commander 0021 <gen>) : Play No sound and display We are eternally grateful, O noble one. It seemed certain we would perish at the hands of these brutes. . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display High elves? What are you doing so far away from your homeland? . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 3 (Teal) . Priest named Lorsen Evensun at (Position of Knight-Commander 0021 <gen>) : Play No sound and display I appreciate the irony, but we came here to help your people. Last night our caravan was ambushed by orcs and trolls and we were scattered across the woods. . Modify duration: Add 4.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display Irony or no irony, you will render a great service to the Alliance regardless. Onwards! . Modify duration: Add 0 seconds and Wait
Captive Cage 1
Events
Destructible - Cage 0210 <gen> dies
Conditions
Actions
Unit - Create 1 . Captain for Player 3 (Teal) at (Position of (Dying destructible)) facing Default building facing degrees
Captive Cage 2
Events
Destructible - Cage 0217 <gen> dies
Conditions
Actions
Unit - Create 1 . Swordsman for Player 3 (Teal) at (Position of (Dying destructible)) facing Default building facing degrees
Ogre Rescue Wake Up
Events
Unit - Captain 0146 <gen> Is rescued
Conditions
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in Ogre_Camp <gen>) and do (Wake up (Picked unit))
Bandits
Events
Unit - Watch Tower 0032 <gen> Dies
Conditions
Actions
Sound - Play QuestLog <gen>
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r Now that the camp is destroyed, the scum will think twice before attacking us again.
Gnolls
Events
Unit - Watch Tower 0070 <gen> Dies
Conditions
Actions
Sound - Play QuestLog <gen>
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r The gnoll camp lies in ruins - that should teach them a lesson about attacking our towns.
Orc
Events
Unit - Barracks 0001 <gen> Dies
Conditions
Actions
Sound - Play QuestLog <gen>
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r Finally we have expunged the foul savages from the area. We won't have to worry about any more orcish raids... for now.
Bandit Encounter
Events
Unit - A unit owned by Player 12 (Brown) . Is attacked
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play Hint <gen>
Cinematic - Ping minimap for (All players) at (Position of (Attacked unit)) for 3.00 seconds
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r Bandits! Scarcely any better than the orcs... we should find their camp and put an end to them, otherwise Hillsbrad won't be safe.
Orc Encounter
Events
Unit - A unit owned by Player 1 (Red) . Is attacked
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play Hint <gen>
Cinematic - Ping minimap for (All players) at (Position of (Attacked unit)) for 3.00 seconds
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r Here come the orcs... if we keep cowering, they'll keeping coming. We need to hit them hard enough to make them reconsider.
Gnoll Encounter
Events
Unit - A unit owned by Player 9 (Gray) . Is attacked
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play Hint <gen>
Cinematic - Ping minimap for (All players) at (Position of (Attacked unit)) for 3.00 seconds
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Knight-Commander Bradly:|r This area used to not have any gnolls... they must be retreating from the invaders. So if the orcs are the rock, let us be the hard place.
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Player - Set Player 2 (Blue) . Current gold to 100
Player - Set Player 2 (Blue) . Current lumber to 50
Visibility - Enable black mask
Game - Hide creep camps on the minimap .
Trigger - Turn off Period_Spawn_Orc_Kill <gen>
Trigger - Turn off Exp_Waves_Subsequent <gen>
Trigger - Turn off Command_Orc_Exp_2 <gen>
Trigger - Turn off Forwarding_Disable <gen>
Hashtable - Create a hashtable
Wait 2 seconds
Sound - Play QuestNew <gen>
Quest - Display to Player Group - Player 2 (Blue) the Quest Discovered message: Ensure that Hillsbrad has a Barracks, 12 Farms, 24 Peasants and 2500 units of lumber in the stockpile.
Quest - Create a Required quest titled Farm Construction with the description Lord Terenas has ordered you to bring the number of farms in Hillsbrad up to at least 12 or more. , using icon path ReplaceableTextures\CommandButtons\BTNFarm.blp
Quest - Mark (Last created quest) as Discovered
Hashtable - Save Handle Of (Last created quest) as 1 of 4 in (Last created hashtable) .
Quest - Create a Required quest titled Protecting Hillsbrad with the description In face of the impending orcish invasion you must protect Hillsbrad by establishing a military garrison there. A single barracks should be sufficient for the town. , using icon path ReplaceableTextures\CommandButtons\BTNHumanBarracks.blp
Quest - Mark (Last created quest) as Discovered
Hashtable - Save Handle Of (Last created quest) as 2 of 4 in (Last created hashtable) .
Quest - Create a Required quest titled Bolstering the Workforce with the description To make sure the farms are as productive as possible, you are to recruit a workforce of no fewer than 24 peasants for Hillsbrad. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Mark (Last created quest) as Discovered
Hashtable - Save Handle Of (Last created quest) as 3 of 4 in (Last created hashtable) .
Quest - Create a Required quest titled Cutting Lumber with the description In anticipation of future construction projects, you are to fill Hillsbrad's stockpiles with at least 2500 units of lumbers. , using icon path ReplaceableTextures\CommandButtons\BTNBundleOfLumber.blp
Quest - Mark (Last created quest) as Discovered
Hashtable - Save Handle Of (Last created quest) as 4 of 4 in (Last created hashtable) .
Wait 5.00 seconds
Sound - Play MapPing <gen>
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Gold_MIne <gen>) for 4.00 seconds
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Peasant named Foreman Darcy at (Position of Knight-Commander 0021 <gen>) : Play No sound and display M'lord! Kobolds have taken over our gold mine to the east! . Modify duration: Add 0 seconds and Wait
Farm Message
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Farm
(Number of living Farm units owned by Player 2 (Blue)) Greater than or equal to 12
Actions
Trigger - Turn off (This trigger)
Sound - Play QuestCompleted <gen>
Quest - Mark (Load 1 of 4 in (Last created hashtable).) as Completed
Quest - Display to Player Group - Player 2 (Blue) the Quest Completed message: Farm Construction Completed
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display That's the last farm finished. Now only for Spring to come, so that they can start growing food for our troops. . Modify duration: Add 0 seconds and Wait
Barracks Message
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Barracks
(Number of living Barracks units owned by Player 2 (Blue)) Greater than or equal to 1
Actions
Trigger - Turn off (This trigger)
Sound - Play QuestCompleted <gen>
Quest - Mark (Load 2 of 4 in (Last created hashtable).) as Completed
Quest - Display to Player Group - Player 2 (Blue) the Quest Completed message: Protecting Hillsbrad Completed
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display At last Hillsbrad has a garrison of its own. When I leave, it will be able to defend itself against future raids. . Modify duration: Add 0 seconds and Wait
Lumber Message
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 2500.00
Conditions
Actions
Trigger - Turn off (This trigger)
Sound - Play QuestCompleted <gen>
Set Variable Set LumberCount = "true"
Quest - Mark (Load 4 of 4 in (Last created hashtable).) as Completed
Quest - Display to Player Group - Player 2 (Blue) the Quest Completed message: Cutting Lumber Completed
Player - Add -2500 to Player 2 (Blue) . Current lumber
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display There goes the lumber shipment - enough to build two more Hillsbrads. I don't know what the high command is planning, but something's telling me we might be meeting the orcs at the sea soon. . Modify duration: Add 8.00 seconds and Wait
Peasant Message
Events
Time - Every 2 seconds of game time
Conditions
(Number of living Peasant units owned by Player 2 (Blue)) Greater than or equal to 24
Actions
Trigger - Turn off (This trigger)
Sound - Play QuestCompleted <gen>
Quest - Mark (Load 3 of 4 in (Last created hashtable).) as Completed
Quest - Display to Player Group - Player 2 (Blue) the Quest Completed message: Bolstering the Workforce Completed
Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue) . Paladin named Knight-Commander Bradly at (Position of Knight-Commander 0021 <gen>) : Play No sound and display Now we have all the workers we need for the farms and lumber mills. Let's make sure they come to no harm from these vile beasts. . Modify duration: Add 0 seconds and Wait
Victory
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of living Farm units owned by Player 2 (Blue)) Greater than or equal to 12
(Number of living Barracks units owned by Player 2 (Blue)) Greater than or equal to 1
(Number of living Peasant units owned by Player 2 (Blue)) Greater than or equal to 24
LumberCount Equal to True
Actions
Wait 5.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Defeat
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of living Town Hall units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
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