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Triggers
Samurai Builders 1.9.w3x
Variables
Initialization
Starting Text
Melee Initialization
Move to Battlefield Floating Text
Remember Hero
Remember Hero 2
Quests
The Battlefield
Move in Team 1
Move in Team 1 Hero
Move in Team 2
Move in Team 2 Hero
Team Ally
Team 1 Ally
Team 1 Ally Copy
Team 2 Ally
Team 2 Ally Copy
Attack Movement
Team 1 Attack Movement
Team 1 Attack Movement 1
Team 1 Attack Movement 2
Team 1 Attack Movement 3
Team 1 Attack Movement 4
Team 1 Attack Movement 5
Team 1 Attack Movement 6
Team 1 Attack Movement 7
Team 1 Attack Movement 8
Team 2 Attack Movement
Team 2 Attack Movement 1
Team 2 Attack Movement 2
Team 2 Attack Movement 3
Team 2 Attack Movement 4
Team 2 Attack Movement 5
Team 2 Attack Movement 6
Team 2 Attack Movement 7
Team 2 Attack Movement 8
Select Hero
Hero Select
Visibility
Team 1
Team 2
Win / Lose
Team 1 Win Team 2 Lose
Team 2 Win Team 1 Lose
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
Starting Text
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Samurai Builders 1.9This map was made by Wrhunter 565 and noone else.I used some Models from The Hive Workshop and Wc3 Campaigns.Thanks to them:NasrudinxXm0rpH3usXxMay the best team win!
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Run melee AI scripts (for computer players)
Move to Battlefield Floating Text
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Move your units here to enter the battlefield. at (Center of Move_to_Battlefield_1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Move your units here to enter the battlefield. at (Center of Move_to_Battlefield_2 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Remember Hero
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Center of Select_Hero <gen>) for 2.00 seconds
Game - Display to (All players) the text: |cffFF0000Don´t forget to choose Hero!|r
Remember Hero 2
Events
Time - Elapsed game time is 18.00 seconds
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Center of Select_Hero <gen>) for 2.00 seconds
Game - Display to (All players) the text: |cffFF0000Don´t forget to choose Hero!|r
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Goal with the description The goal is to destroy the other teams Castle, but you have to break frought the enemies walls before that. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Credits with the description This map was made by Warhunter565, don´t modify this map whito ut asking for my permission.If you need to contact me, send a Private Message at The Hive Workshop.comI used some Models from The Hive Workshop and Wc3 Campaigns.Thanks to them:NasrudinxXm0rpH3usXxAnd the guy who made the Samurais.. i don´t know who he is.. so if anyone know that.. tell me. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.1 with the description Changes:-fixed the attack bug... the attacking units go back to the main abse and blocking the gate... they don´t do that any longer. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.2 with the description Changes:-Added Quests-Fixed some spells , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.3 with the description Changes:-Fixed walking bug.. the units turn back sometimes but they cant go back to there main base.-Fixed Loading screen. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.4 with the description Changes:-Fixed walking bug.. AGAIN.... , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.5 with the description Changes:-It cost moore to train units-Fixed Gold Mines , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.6 with the description Changes:-Added a Loading screen-Fixed Attack Bug... AGAIN! for the last time! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.7 with the description Changes:-Changed modelfile on some buildings-Some Heroes has custom Spells , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.8 with the description Changes:-Units can't flee back to there base now. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Version 1.9 with the description Changes:-Added siege weapons like Catapult and Trebuchet-Fixed some bugs etc. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Move in Team 1
Events
Unit - A unit enters Move_to_Battlefield_1 <gen>
Conditions
((Triggering unit) is A Hero) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Team_1_Battlefield_Spawn <gen>)
Unit - Change ownership of (Triggering unit) to Player 4 (Purple) and Retain color
Move in Team 1 Hero
Events
Unit - A unit enters Move_to_Battlefield_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Team_1_Battlefield_Spawn <gen>)
Move in Team 2
Events
Unit - A unit enters Move_to_Battlefield_2 <gen>
Conditions
((Triggering unit) is A Hero) Not equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Team_2_Battlefield_Spawn <gen>)
Unit - Change ownership of (Triggering unit) to Player 8 (Pink) and Retain color
Move in Team 2 Hero
Events
Unit - A unit enters Move_to_Battlefield_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Team_2_Battlefield_Spawn <gen>)
Team 1 Ally
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
Team 1 Ally Copy
Events
Map initialization
Conditions
Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Ally with shared vision
Team 2 Ally
Events
Map initialization
Conditions
Actions
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Team 2 Ally Copy
Events
Map initialization
Conditions
Actions
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Team 1 Attack Movement 1
Events
Unit - A unit enters Team_1_Battlefield_Spawn <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_015 <gen>)
Team 1 Attack Movement 2
Events
Unit - A unit enters Region_015 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_018 <gen>)
Team 1 Attack Movement 3
Events
Unit - A unit enters Region_018 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_014 <gen>)
Team 1 Attack Movement 4
Events
Unit - A unit enters Region_014 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_012 <gen>)
Team 1 Attack Movement 5
Events
Unit - A unit enters Region_012 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_013 <gen>)
Team 1 Attack Movement 6
Events
Unit - A unit enters Region_013 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_017 <gen>)
Team 1 Attack Movement 7
Events
Unit - A unit enters Region_017 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_016 <gen>)
Team 1 Attack Movement 8
Events
Unit - A unit enters Region_016 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_007 <gen>)
Team 2 Attack Movement 1
Events
Unit - A unit enters Team_2_Battlefield_Spawn <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_016 <gen>)
Team 2 Attack Movement 2
Events
Unit - A unit enters Region_016 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_017 <gen>)
Team 2 Attack Movement 3
Events
Unit - A unit enters Region_017 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_013 <gen>)
Team 2 Attack Movement 4
Events
Unit - A unit enters Region_013 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_012 <gen>)
Team 2 Attack Movement 5
Events
Unit - A unit enters Region_012 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_014 <gen>)
Team 2 Attack Movement 6
Events
Unit - A unit enters Region_014 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_018 <gen>)
Team 2 Attack Movement 7
Events
Unit - A unit enters Region_018 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_015 <gen>)
Team 2 Attack Movement 8
Events
Unit - A unit enters Region_015 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Region_008 <gen>)
Hero Select
Events
Unit - A unit enters Select_Hero <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_012 <gen>)
Team 1
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Team_1_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Team_1_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Team_1_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Team_1_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Team_1_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Team_1_Builders <gen>
Team 2
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Team_2_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Team_2_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Team_2_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Team_2_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Team_2_Builders <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Team_2_Builders <gen>
Team 1 Win Team 2 Lose
Events
Unit - Castle 0088 <gen> Dies
Conditions
Actions
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Team 2 Win Team 1 Lose
Events
Unit - Castle 0088 <gen> Dies
Conditions
Actions
Wait 5.00 seconds
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
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