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Triggers
Seas of Alterac.w3x
Variables
Initialization
RandomTip
Alliances
Bounty
Disable Camp Icon
Random Tip
Quests
Quests
Game
HeroDeathMessage
VictoryDefeat
OrcHarborShips
OrcHarborDeathMessage
HeroReviveSouth
HeroReviveNorth
PlayerLeaveSit
PeriodicIncome
DailyIncome
Abilities
Whirlpool
Whirlpool Deactivate
Anchor Bomb
Kamikaze
Demi Cannon
Items
ManualItemCharges
HeroExchange
HeroExchangeRemove
Spawns
Spawns
CheckpointLeft
CheckpointRight
Orcs
OrcSpawn
OrcAttack
OrcAttackPersue
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
AllianceNorth
force
No
AllianceSouth
force
No
RandomTip
string
Yes
RandomTip
Events
Map initialization
Conditions
Actions
Set Variable Set RandomTip[1] = "Having more smaller weapons in most cases is usually better than one bigger weapon. Allocate your income wisely."
Set Variable Set RandomTip[2] = "Weapons are what kill, not ships. Don't upgrade your ship unless you think you have good enough weapons for the next few minutes."
Set Variable Set RandomTip[3] = "Although you gain a steady income of gold every ten seconds, you should never wait at your base for gold. The majority of gold gathered is from killing spawns and towers."
Set Variable Set RandomTip[4] = "Although rockets, torpedoes, and meteor cannons have a strong impact and high range, they are generally weaker than the other weapons and will usually merit you with less kills."
Set Variable Set RandomTip[5] = "Short range weapons are better for taking out other enemy hero ships, but put your ship into more danger. Use with discretion."
Set Variable Set RandomTip[6] = "The Orc Bases are generally nothing to concern yourself with. If you manage to kill an orc harbor, you will be granted a new ship class. If you kill both in one game, you will be granted a second ship class that is the strongest in the game."
Set Variable Set RandomTip[7] = "You might get less income when grouping together with allied hero ships, but it makes taking out enemy hero ships much easier."
Set Variable Set RandomTip[8] = "Aircrafts have more mobility than naval ships, but generally have less hp and can only hold up to four items."
Alliances
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Game - Set Visibility - Map Explored to On
Game - Set Lock alliance settings to Off
Player Group - Pick every player in (All allies of Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Player Group - Add (Picked player) to AllianceSouth
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
Loop - Actions
Player Group - Add (Picked player) to AllianceNorth
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Player 1 (Red) as an Enemy
Player - Make (Picked player) treat Player 3 (Teal) as an Enemy
Player - Make (Picked player) treat Player 5 (Yellow) as an Enemy
Player - Make (Picked player) treat Player 7 (Green) as an Enemy
Player - Make (Picked player) treat Player 9 (Gray) as an Enemy
Player - Set (Picked player) . Current gold to (1200 / ((Number of players in AllianceNorth) - 0))
Player Group - Pick every player in (All allies of Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Player 2 (Blue) as an Enemy
Player - Make (Picked player) treat Player 4 (Purple) as an Enemy
Player - Make (Picked player) treat Player 6 (Orange) as an Enemy
Player - Make (Picked player) treat Player 8 (Pink) as an Enemy
Player - Make (Picked player) treat Player 10 (Light Blue) as an Enemy
Player - Set (Picked player) . Current gold to (1200 / ((Number of players in AllianceSouth) - 0))
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Not equal to Is playing
Then - Actions
Player Group - Remove (Player((Integer A))) from AllianceNorth .
Player Group - Remove (Player((Integer A))) from AllianceSouth .
Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Game - Set Lock alliance settings to On
Game - Set Restrict resource trading to allies to On
Bounty
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Disable Camp Icon
Events
Map initialization
Conditions
Actions
Game - Hide creep camps on the minimap .
Game - Enable ally color button and Disable creep camp button
Random Tip
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Game - Display to (Player group((Player((Integer A))))) the text: RandomTip[(Random integer number between 1 and 8)]
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Random Tips with the description Having more smaller weapons in most cases is usually better than one bigger weapon. Allocate your income wisely.|nWeapons are what kill, not ships. Don't upgrade your ship unless you think you have good enough weapons for the next few minutes.|nAlthough you gain a steady income of gold every ten seconds, you should never wait at your base for gold. The majority of gold gathered is from killing spawns and towers.|nAlthough rockets, torpedoes, and meteor cannons have a strong impact and high range, they are generally weaker than the other weapons and will usually merit you with less kills.|nShort range weapons are better for taking out other enemy hero ships, but put your ship into more danger. Use with discretion.|nThe Orc Bases are generally nothing to concern yourself with. If you manage to kill an orc harbor, you will be granted a new ship class. If you kill both in one game, you will be granted a second ship class that is the strongest in the game.|nYou might get less income when grouping together with allied hero ships, but it makes taking out enemy hero ships much easier.|nAircrafts have more mobility than naval ships, but generally have less hp and can only hold up to four items. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOff.blp
Quest - Create a Required quest titled Objectives with the description The objective of the game is to defeat the enemy team's main harbor. In order to do so, you must battle through hordes of enemy spawns, towers, and heroes. The orcs are not a primary objective, but defeating them may aid you in your quest to defeat the other team. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Credits with the description Created by XShortGuy. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Misc. Information with the description Healing: Move next to your main harbor.|n|nFleet Control: Hire ships at your minor harbors.|n|nChange Ship: Buy one from your main harbor.|n|nOrcs: Orcs are enemies that spawn from the top left and bottom right corners of the map. Kill their bases and good things can happen.|n|nGold is given to you every ten seconds by your empire; Bounties received by the empire are split between each player on your team at 6:00 and 18:00. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOff.blp
HeroDeathMessage
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has sunk + (Name of (Owner of (Dying unit)))))
VictoryDefeat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Main Harbor
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Wait 5.00 game-time seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) is an ally of (Owner of (Dying unit)).) Equal to True
Then - Actions
Game - Defeat (Picked player) with the message: Your main harbor has been destroyed and the naval battle is lost.
Else - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
OrcHarborShips
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Orc Harbor
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Killing unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of Main Harbor 0001 <gen>) Less than 1
Then - Actions
Neutral Building - Add Orc Destroyer to Main Harbor 0001 <gen> with 1 in stock and a max stock of 1
Unit - Set the custom value of Main Harbor 0001 <gen> to 1
Else - Actions
Neutral Building - Add Orc Juggernaught to Main Harbor 0001 <gen> with 1 in stock and a max stock of 1
Unit - Set the custom value of Main Harbor 0001 <gen> to 2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of Main Harbor 0023 <gen>) Less than 1
Then - Actions
Neutral Building - Add Orc Destroyer to Main Harbor 0023 <gen> with 1 in stock and a max stock of 1
Unit - Set the custom value of Main Harbor 0023 <gen> to 1
Else - Actions
Neutral Building - Add Orc Juggernaught to Main Harbor 0023 <gen> with 1 in stock and a max stock of 1
Unit - Set the custom value of Main Harbor 0023 <gen> to 2
OrcHarborDeathMessage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Orc Harbor
Actions
Game - Display to (All players) the text: An orc harbor has been destroyed!
HeroReviveSouth
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
((Dying unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
Actions
Custom script: local unit ourhero = GetDyingUnit()
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Game - Display to (All allies of (Triggering player).) the text: ((Name of (Triggering player)) + 's items are at the main harbor.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Player - Add ((Triggering player) Current gold) to Player 11 (Dark Green) . Current gold
Player - Set (Triggering player) . Current gold to 0
Else - Actions
Player - Add ((Triggering player) Current gold) to Player 12 (Brown) . Current gold
Player - Set (Triggering player) . Current gold to 0
Player Group - Remove (Triggering player) from AllianceNorth .
Player Group - Remove (Triggering player) from AllianceSouth .
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
Hero - Drop the item from slot 1 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Hero - Drop the item from slot 2 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Hero - Drop the item from slot 3 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Hero - Drop the item from slot 4 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Hero - Drop the item from slot 5 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Hero - Drop the item from slot 6 of (Picked unit) .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0001 <gen>)
Else - Actions
Item - Move (Last dropped item) to (Position of Main Harbor 0023 <gen>)
Unit - Remove (Picked unit) from the game
PeriodicIncome
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
Loop - Actions
Player - Add (60 / (Number of players in (All allies of Player 12 (Brown).))) to (Picked player) . Current gold
Player Group - Pick every player in (All allies of Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Player - Add (60 / (Number of players in (All allies of Player 11 (Dark Green).))) to (Picked player) . Current gold
DailyIncome
Events
Game - The in-game time of day becomes Equal to 6.00
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Player Group - Pick every player in (All allies of Player 11 (Dark Green).) and do (Actions)
Loop - Actions
Game - Display to AllianceSouth the text: (Received + ((String(((Player 11 (Dark Green) Current gold) / (Number of players in AllianceSouth)))) + gold from the alliance.))
Player - Add ((Player 11 (Dark Green) Current gold) / (Number of players in AllianceSouth)) to (Picked player) . Current gold
Player - Set Player 11 (Dark Green) . Current gold to 0
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Actions)
Loop - Actions
Game - Display to AllianceNorth the text: (Received + ((String(((Player 12 (Brown) Current gold) / (Number of players in AllianceNorth)))) + gold from the alliance.))
Player - Add ((Player 12 (Brown) Current gold) / (Number of players in AllianceNorth)) to (Picked player) . Current gold
Player - Set Player 12 (Brown) . Current gold to 0
Whirlpool
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
Actions
Unit - Set (Ordered unit) movement speed to 0.00
Unit - Add Whirlpool (Aura) to (Ordered unit)
Unit - Set level of Whirlpool (Aura) for (Ordered unit) to (Level of Whirlpool for (Ordered unit))
Whirlpool Deactivate
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(unimmolation))
Actions
Unit - Remove Whirlpool (Aura) from (Ordered unit)
Unit - Set (Ordered unit) movement speed to (Default movement speed of (Ordered unit))
Anchor Bomb
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Anchor Bomb
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (100.00 x (Real((Level of Anchor Bomb for (Casting unit))))) damage of attack type Spells and damage type Normal
Kamikaze
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Kamikaze
Actions
Custom script: local real k
Custom script: local unit c = GetSpellAbilityUnit()
Custom script: local unit t = GetSpellTargetUnit()
Custom script: set k = GetUnitStateSwap(UNIT_STATE_MAX_LIFE, GetSpellTargetUnit())
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing ((1.00 / 3.00) x (Life of (Target unit of ability being cast))) damage of attack type Chaos and damage type Universal
ManualItemCharges
Events
Unit - A unit Uses an item
Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Tsunami Cannon
(Item-type of (Item being manipulated)) Equal to Phoenix Cannon
(Item-type of (Item being manipulated)) Equal to Typhoon Cannon
(Item-type of (Item being manipulated)) Equal to Death Cannon
(Item-type of (Item being manipulated)) Equal to Lightning Cannon
Then - Actions
Wait 5.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Summon Aqua Man
(Item-type of (Item being manipulated)) Equal to Summon Leviathan
(Item-type of (Item being manipulated)) Equal to Summon Kraken
Then - Actions
Wait 45.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Chaff Cannon
(Item-type of (Item being manipulated)) Equal to Bird Cannon
Then - Actions
Wait 12.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Hell Fire Cannon
Then - Actions
Wait 10.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Frost Cannon
Then - Actions
Wait 6.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Whirlpool Cannon
Then - Actions
Wait 8.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Energy Cannon
Then - Actions
Wait 15.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Ghostly Lumber Pile
(Item-type of (Item being manipulated)) Equal to Small Lumber Pile
(Item-type of (Item being manipulated)) Equal to Large Lumber Pile
(Item-type of (Item being manipulated)) Equal to Telescope
Then - Actions
Wait 60.00 game-time seconds
Item - Set charges remaining in (Item being manipulated) to 1
Else - Actions
HeroExchangeRemove
Events
Unit - A unit Sells a unit
Conditions
((Sold unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Buying unit)) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked unit) Equal to (Sold unit)
Then - Actions
Hero - Set (Sold unit) experience to (Hero experience of (Buying unit)) , Hide level-up graphics
Hero - Give (Item carried by (Buying unit) in slot 1) to (Sold unit)
Hero - Give (Item carried by (Buying unit) in slot 2) to (Sold unit)
Hero - Give (Item carried by (Buying unit) in slot 3) to (Sold unit)
Hero - Give (Item carried by (Buying unit) in slot 4) to (Sold unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Size of inventory for (Sold unit)) Equal to 6
Then - Actions
Hero - Give (Item carried by (Buying unit) in slot 5) to (Sold unit)
Hero - Give (Item carried by (Buying unit) in slot 6) to (Sold unit)
Else - Actions
Hero - Drop the item from slot 5 of (Buying unit) .
Hero - Drop the item from slot 6 of (Buying unit) .
Unit - Remove (Buying unit) from the game
Game - Display to (All allies of (Owner of (Sold unit)).) the text: ((Name of (Owner of (Sold unit))) + ( has bought a + (Name of (Sold unit))))
Else - Actions
Spawns
Events
Time - Elapsed game time is 10.00 seconds
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Minor Harbor 0070 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Command Ship for Player 11 (Dark Green) at (Center of SouthSpawnLeft <gen>) facing Default building facing degrees
Unit - Create 2 . Battle Ship for Player 11 (Dark Green) at (Center of SouthSpawnLeft <gen>) facing Default building facing degrees
Unit - Create 4 . War Ship for Player 11 (Dark Green) at (Center of SouthSpawnLeft <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Minor Harbor 0069 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Command Ship for Player 11 (Dark Green) at (Center of SouthSpawnRight <gen>) facing Default building facing degrees
Unit - Create 2 . Battle Ship for Player 11 (Dark Green) at (Center of SouthSpawnRight <gen>) facing Default building facing degrees
Unit - Create 4 . War Ship for Player 11 (Dark Green) at (Center of SouthSpawnRight <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Minor Harbor 0071 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Command Ship for Player 12 (Brown) at (Center of NorthSpawnLeft <gen>) facing Default building facing degrees
Unit - Create 2 . Battle Ship for Player 12 (Brown) at (Center of NorthSpawnLeft <gen>) facing Default building facing degrees
Unit - Create 4 . War Ship for Player 12 (Brown) at (Center of NorthSpawnLeft <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Minor Harbor 0072 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Command Ship for Player 12 (Brown) at (Center of NorthSpawnRight <gen>) facing Default building facing degrees
Unit - Create 2 . Battle Ship for Player 12 (Brown) at (Center of NorthSpawnRight <gen>) facing Default building facing degrees
Unit - Create 4 . War Ship for Player 12 (Brown) at (Center of NorthSpawnRight <gen>) facing Default building facing degrees
Else - Actions
Unit Group - Pick every unit in (Units in SouthSpawnLeft <gen> owned by Player 11 (Dark Green)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of CheckpointLeft <gen>)
Unit Group - Pick every unit in (Units in SouthSpawnRight <gen> owned by Player 11 (Dark Green)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of CheckpointRight <gen>)
Unit Group - Pick every unit in (Units in NorthSpawnLeft <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of CheckpointLeft <gen>)
Unit Group - Pick every unit in (Units in NorthSpawnRight <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of CheckpointRight <gen>)
CheckpointLeft
Events
Unit - A unit enters CheckpointLeft <gen>
Conditions
((Owner of (Entering unit)) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of NorthHarbor <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of SouthHarbor <gen>)
Else - Actions
CheckpointRight
Events
Unit - A unit enters CheckpointRight <gen>
Conditions
((Owner of (Entering unit)) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of NorthHarbor <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Then - Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of SouthHarbor <gen>)
Else - Actions
OrcSpawn
Events
Time - Elapsed game time is 10.00 seconds
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Orc Harbor 0053 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Orc Command Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Command Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnNorth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Orc Harbor 0054 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Orc Command Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 2
Unit - Create 1 . Orc Command Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Create 1 . Orc Battle Ship for Neutral Hostile at (Center of OrcSpawnSouth <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Else - Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 1).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of NorthHarbor <gen>)
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 2).) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of SouthHarbor <gen>)
OrcAttack
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 2).) and do (Actions)
Loop - Actions
AI - Recycle (Picked unit) 's guard position
Unit - Order (Picked unit) to Attack-Move To . (Center of SouthHarbor <gen>)
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 1).) and do (Actions)
Loop - Actions
AI - Recycle (Picked unit) 's guard position
Unit - Order (Picked unit) to Attack-Move To . (Center of NorthHarbor <gen>)
OrcAttackPersue
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Percentage life of (Matching unit)) Less than or equal to 50.00).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 1).) and do (Actions)
Loop - Actions
AI - Recycle (Picked unit) 's guard position
Unit - Order (Picked unit) to Attack-Move To . (Center of NorthHarbor <gen>)
Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Custom value of (Matching unit)) Equal to 2).) and do (Actions)
Loop - Actions
AI - Recycle (Picked unit) 's guard position
Unit - Order (Picked unit) to Attack-Move To . (Center of SouthHarbor <gen>)
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