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Triggers
Stone TD v1.2.w3x
Variables
Spawning
Spawning
Init Spawn
Init
Lose
Init
Update Table
Init Timer
Level Finished
Level 1 Finished
Level 2 Finished
Level 3 Finished
Level 4 Finished
Level 5 Finished
Level 6 Finished
Level 7 Finished
Level 8 Finished
Level 9 Finished
Level 10 Finished
Level 11 Finished
Level 12 Finished
Level 13 Finished
Level 14 Finished
Level 15 Finished
Level 16 Finished
Level 17 Finished
Level 18 Finished
Level 19 Finished
Spawn Movement
Group A Point 1
Group A Point 2
Group AB Point 3
Group B Point 2
Group B Point 3
Group C Point 2
Group C Point 3
Group D Point 1
Group D Point 2
Group CD Point 3
Group A to D Point Meet
Group A to F Point Meet
Group A to H Point Meet
Group I Point 2
Group A to J Point Finish
Group J Point 2
Finish
Made It
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
Amount
integer
No
10
LeaderBoard
leaderboard
No
Level
integer
No
0
LevelTimer
timer
No
Lives
integer
No
50
Unit
unitcode
No
n000
Spawning
Events
Conditions
Actions
Set Variable Set Level = (Level + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Top_Center <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_B_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Top_Center <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_C_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Group_A_Point_First <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_A_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Group_D_Point_First <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_D_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Middle_Left <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Groups_A_to_F_Point_Meet <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Middle_Right <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Groups_A_to_F_Point_Meet <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Bottom_Right <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_H_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Bottom_Left <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_G_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Bottom_Left <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_I_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Bottom_Right <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Group_J_Point_1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
For each (Integer A) from 1 to Amount , do (Actions)
Loop - Actions
Unit - Create 1 . Unit for Player 12 (Brown) at (Center of Spawn_Center <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Groups_A_to_D_Point_4 <gen>)
Else - Actions
Do nothing
Game - Display to (All players) the text: (Level + ( + ((String(Level)) + (: + ((String(Amount)) + ( + (Name of (Random unit from (Units of type Unit)))))))))
Init Spawn
Events
Time - LevelTimer expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_1_Finished <gen>
Lose
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Lives Equal to 0
Then - Actions
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Init
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Player - Turn Gives bounty On for Player 12 (Brown)
Leaderboard - Create a leaderboard for (All players) titled Stats
Set Variable Set LeaderBoard = (Last created leaderboard)
Leaderboard - Change the display style for LeaderBoard to Show the title, Show labels, Show values, and Show icons
Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User).) and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to LeaderBoard with label ((Name of (Picked player)) + Kills) and value 0
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
Unit - Create 1 . Builder for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Player - Set (Picked player) . Current gold to 50
Leaderboard - Add Player 12 (Brown) to LeaderBoard with label Lives Left and value Lives
Leaderboard - Change the value for Player 12 (Brown) in LeaderBoard to Lives
Leaderboard - Show LeaderBoard
Update Table
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Leaderboard - Change the value for (Picked player) in LeaderBoard to ((Picked player) Units Killed)
Leaderboard - Change the value for Player 12 (Brown) in LeaderBoard to Lives
Init Timer
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Countdown Timer - Start LevelTimer as a One-shot timer that will expire in 30 seconds
Countdown Timer - Create a timer window for LevelTimer with title Game Starts In...
Countdown Timer - Show (Last created timer window)
Level 1 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n001"
Trigger - Run Spawning <gen> (checking conditions)
Wait 2 seconds
Trigger - Turn on Level_2_Finished <gen>
Trigger - Turn off (This trigger)
Level 2 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n002"
Set Variable Set Amount = "50"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_3_Finished <gen>
Trigger - Turn off (This trigger)
Level 3 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n003"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_4_Finished <gen>
Trigger - Turn off (This trigger)
Level 4 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n004"
Set Variable Set Amount = "35"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_5_Finished <gen>
Trigger - Turn off (This trigger)
Level 5 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n005"
Set Variable Set Amount = "25"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_6_Finished <gen>
Trigger - Turn off (This trigger)
Level 6 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n006"
Set Variable Set Amount = "60"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_7_Finished <gen>
Trigger - Turn off (This trigger)
Level 7 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n007"
Set Variable Set Amount = "20"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_8_Finished <gen>
Trigger - Turn off (This trigger)
Level 8 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n008"
Set Variable Set Amount = "15"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_9_Finished <gen>
Trigger - Turn off (This trigger)
Level 9 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Wait 2 seconds
Set Variable Set Unit = "n009"
Set Variable Set Amount = "1"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_10_Finished <gen>
Trigger - Turn off (This trigger)
Level 10 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00A"
Set Variable Set Amount = "20"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_11_Finished <gen>
Trigger - Turn off (This trigger)
Level 11 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00B"
Set Variable Set Amount = "20"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_12_Finished <gen>
Trigger - Turn off (This trigger)
Level 12 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00C"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_13_Finished <gen>
Trigger - Turn off (This trigger)
Level 13 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00D"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_14_Finished <gen>
Trigger - Turn off (This trigger)
Level 14 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00E"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_15_Finished <gen>
Trigger - Turn off (This trigger)
Level 15 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00F"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_16_Finished <gen>
Trigger - Turn off (This trigger)
Level 16 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00G"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_17_Finished <gen>
Trigger - Turn off (This trigger)
Level 17 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00H"
Set Variable Set Amount = "10"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_18_Finished <gen>
Trigger - Turn off (This trigger)
Level 18 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Set Variable Set Unit = "n00I"
Set Variable Set Amount = "20"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on Level_19_Finished <gen>
Trigger - Turn off (This trigger)
Level 19 Finished
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Number of living Unit units owned by Player 12 (Brown)) Equal to 0
Actions
Wait 2 seconds
Set Variable Set Unit = "n00J"
Set Variable Set Amount = "1"
Trigger - Run Spawning <gen> (checking conditions)
Trigger - Turn on (This trigger)
Trigger - Turn off (This trigger)
Group A Point 1
Events
Unit - A unit enters Group_A_Point_First <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_A_Point_1 <gen>)
Group A Point 2
Events
Unit - A unit enters Group_A_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_A_Point_2 <gen>)
Group AB Point 3
Events
Unit - A unit enters Group_A_Point_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_AB_Point_3 <gen>)
Group B Point 2
Events
Unit - A unit enters Group_B_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_B_Point_2 <gen>)
Group B Point 3
Events
Unit - A unit enters Group_B_Point_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_AB_Point_3 <gen>)
Group C Point 2
Events
Unit - A unit enters Group_C_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_C_Point_2 <gen>)
Group C Point 3
Events
Unit - A unit enters Group_C_Point_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_CD_Point_3 <gen>)
Group D Point 1
Events
Unit - A unit enters Group_D_Point_First <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_D_Point_1 <gen>)
Group D Point 2
Events
Unit - A unit enters Group_D_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_D_Point_2 <gen>)
Group CD Point 3
Events
Unit - A unit enters Group_D_Point_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_CD_Point_3 <gen>)
Group A to D Point Meet
Events
Unit - A unit enters Groups_AB_Point_3 <gen>
Unit - A unit enters Groups_CD_Point_3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_A_to_D_Point_4 <gen>)
Group A to F Point Meet
Events
Unit - A unit enters Groups_A_to_D_Point_4 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_A_to_F_Point_Meet <gen>)
Group A to H Point Meet
Events
Unit - A unit enters Groups_A_to_F_Point_Meet <gen>
Unit - A unit enters Group_G_Point_1 <gen>
Unit - A unit enters Group_H_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_A_to_H_Point_Meet <gen>)
Group I Point 2
Events
Unit - A unit enters Group_I_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_I_Point_2 <gen>)
Group A to J Point Finish
Events
Unit - A unit enters Group_I_Point_2 <gen>
Unit - A unit enters Group_J_Point_2 <gen>
Unit - A unit enters Groups_A_to_H_Point_Meet <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Groups_A_to_J_Point_Final <gen>)
Group J Point 2
Events
Unit - A unit enters Group_J_Point_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Group_J_Point_2 <gen>)
Finish
Events
Unit - A unit enters Groups_A_to_J_Point_Final <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Finish <gen>)
Made It
Events
Unit - A unit enters Finish <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Kill (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Level Equal to 10
Level Equal to 20
Then - Actions
Set Variable Set Lives = (Lives - 10)
Else - Actions
Set Variable Set Lives = (Lives - 1)
Game - Display to (All players) the text: ((String(Lives)) + Lives Left!)
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