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Triggers
Siege!.w3x
Variables
Initialization
Commander Arival
Commander Arival purp
Commander Arival Copy
Commander Arival Copy 2
Melee Initialization
Timer
Wichdocter Insanity
Orc victory
Human victory
Pigs
PorcuBoars
Boars
Orc Onslot North
Orc Onslot South
Armor
Armor Copy
Hold Ramming
Rifleman Techno
Ability Attacks
Mess with Mind
Blade Leap
Blade Leap Copy
Stabing
Backstab Copy
SideStab
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
AttackerPoint
location
No
DefenderPoint
location
No
IntagerA
integer
No
Tempintager
integer
No
TempPoint
location
No
Timer30min
timer
No
Commander Arival
Events
Unit - Altar of Kings 0182 <gen> Finishes training a unit
Conditions
Actions
Unit - Kill Altar of Kings 0182 <gen>
Commander Arival purp
Events
Unit - Altar of Kings 0170 <gen> Finishes training a unit
Conditions
Actions
Unit - Kill Altar of Kings 0170 <gen>
Commander Arival Copy
Events
Unit - Storm Spirit 0131 <gen> Finishes training a unit
Conditions
Actions
Unit - Kill Storm Spirit 0131 <gen>
Commander Arival Copy 2
Events
Unit - Storm Spirit 0215 <gen> Finishes training a unit
Conditions
Actions
Unit - Kill Storm Spirit 0215 <gen>
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Player - Set Player 3 (Teal) . Current gold to 1000
Player - Set Player 3 (Teal) . Current lumber to 1000
Player - Set Player 2 (Blue) . Current gold to 1000
Player - Set Player 2 (Blue) . Current lumber to 1000
Player - Set Player 1 (Red) . Current lumber to 10
Player - Set Player 4 (Purple) . Current lumber to 10
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 1 (Red)
Game - Display to (All players) the text: Please note: Siege does 150% to medium and 75% to heavy.Also, some number changes: Pierce and magic do 50% to medium. Heroes take 25% from pierce.
Timer
Events
Unit - A unit Dies
Conditions
Actions
Countdown Timer - Create a timer window for Timer30min with title Time untill reinfocements arrive
Countdown Timer - Start Timer30min as a One-shot timer that will expire in 1800.00 seconds
Trigger - Turn off (This trigger)
Wichdocter Insanity
Events
Unit - A unit Dies
Conditions
Actions
Set Variable Set TempPoint = (Random point in (Playable map area))
Unit - Order (Random unit from (Units owned by Player 2 (Blue).)) to Night Elf Warden - Blink . TempPoint
Unit - Order (Random unit from (Units owned by Player 3 (Teal).)) to Night Elf Warden - Blink . TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
Orc victory
Events
Unit - Villager's hold 0243 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
Human victory
Events
Time - Timer30min expires
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Pigs
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Pig
Actions
Custom script: local location udg_TempPoint
Set Variable Set TempPoint = (Position of (Triggering unit))
Item - Create Carcus at TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
Set Variable Set TempPoint = (Center of Barnyard_1 <gen>)
Wait 300.00 seconds
Unit - Create 1 . Pig for Neutral Passive at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
PorcuBoars
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Porcu-Boar
Actions
Custom script: local location udg_TempPoint
Set Variable Set TempPoint = (Position of (Triggering unit))
Item - Create Carcus at TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
Set Variable Set TempPoint = (Center of Cave_East <gen>)
Wait 300.00 seconds
Unit - Create 1 . Porcu-Boar for Neutral Hostile at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
Boars
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Wild Boar
Actions
Custom script: local location udg_TempPoint
Set Variable Set TempPoint = (Position of (Triggering unit))
Item - Create Carcus at TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
Set Variable Set TempPoint = (Center of Cave_Wast <gen>)
Wait 300.00 seconds
Unit - Create 1 . Wild Boar for Neutral Hostile at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
Orc Onslot North
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Orc Onslaut
Actions
Unit - Order (Triggering unit) to train/upgrade to a (Unit-type of (Trained unit))
Orc Onslot South
Events
Unit - Orc Onslaut 0129 <gen> Finishes training a unit
Conditions
Actions
Unit - Order Orc Onslaut 0129 <gen> to train/upgrade to a (Unit-type of (Trained unit))
Armor
Events
Unit - A unit Acquires an item
Conditions
Actions
Set Variable Set Tempintager = "0"
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))) then do (Set VariableSet Tempintager = (Tempintager + 1)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tempintager Greater than or equal to 3
Then - Actions
Set Variable Set TempPoint = (Position of (Hero manipulating item))
Unit - Order (Hero manipulating item) to drop (Item being manipulated) at TempPoint
Game - Display to (All players) the text: Commander: What do you thing I am, an Octopus?
Custom script: call RemoveLocation(udg_TempPoint)
Else - Actions
Do nothing
Armor Copy
Events
Unit - A unit Acquires an item
Conditions
Actions
Set Variable Set Tempintager = "0"
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If ((Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Artifact) then do (Set VariableSet Tempintager = (Tempintager + 1)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tempintager Greater than or equal to 3
Then - Actions
Set Variable Set TempPoint = (Position of (Hero manipulating item))
Unit - Order (Hero manipulating item) to drop (Item being manipulated) at TempPoint
Game - Display to (All allies of (Owner of (Hero manipulating item)).) the text: Commander: What do you thing I am, an Octopus?
Custom script: call RemoveLocation(udg_TempPoint)
Else - Actions
Do nothing
Hold Ramming
Events
Unit - Villager's hold 0243 <gen> Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Demolisher
Actions
Unit - Kill Villager's hold 0243 <gen>
Rifleman Techno
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Sharp-Shooter
Actions
Player - Make Rifleman Available for training/construction by (Owner of (Trained unit))
Ability Attacks
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Cross-Bowman
(Unit-type of (Attacking unit)) Equal to Rifleman
Actions
Unit - Order (Attacking unit) to Neutral - Hurl Boulder . (Attacked unit)
Mess with Mind
Events
Unit - A unit Finishes casting an ability
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Figment of an Altered Immagination
Actions
Unit - Order (Summoned unit) to Night Elf Mountain Giant - Taunt .
Animation - Change (Summoned unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 80.00 % transparency
Blade Leap
Events
Unit - A unit Stops casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Leap
Actions
Unit - Add Slash (Blade Leap) to (Casting unit)
Unit - Order (Casting unit) to Neutral Brewmaster - Breath Of Fire . (Position of (Casting unit))
Blade Leap Copy
Events
Unit - A unit Stops casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Slash (Blade Leap)
Actions
Unit - Remove Slash (Blade Leap) from (Casting unit)
Backstab Copy
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Attacking unit) is A ranged attacker) Equal to False
((Attacked unit) is Mechanical) Equal to False
Actions
Set Variable Set AttackerPoint = (Position of (Attacking unit))
Set Variable Set DefenderPoint = (Position of (Attacked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(180.00 - (Abs((180.00 - (Abs(((Angle from AttackerPoint to DefenderPoint) - (Facing of (Attacked unit))))))))) Less than or equal to 45.00
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) is A Hero) Equal to False
Then - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 75.00 damage of attack type Chaos and damage type Normal
Else - Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 25.00 damage of attack type Chaos and damage type Normal
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