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Triggers
(4) Sunken Frenzy 1.0e.w3x
Variables
Initialization & Triggers
Messages
Quest Set
Initialization
Bounty Set
Game Set Red
Game Set Blue
Game Set Teal
Game Set Purple
Game End Red
Game End Blue
Game End Teal
Game End Purple
Primary Income
The AI
Click Me!
AI Initialization
Player 1
Player 2
Player 3
Player 4
Name
Type
is_array
initial_value
P1_AI_Hall
unit
Yes
P2_AI_Hall
unit
Yes
P3_AI_Hall
unit
Yes
P4_AI_Hall
unit
Yes
Messages
Events
Time - Elapsed game time is 1.50 seconds
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cff0042ffS U N K E N F R E N Z Y|r By Thanatos_820 / K9_Felravager |cffffcc001.0e|r
Quest Set
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled The Helper Forums with the description Visit The Helper's forums at:http://www.thehelper.net/This is the ONLY map-making site that you will get all of your mapping help done! You can explain your comments about this project or just help others with projects. The Helper forums contains a LOT of projects which were completed and are very cool. Here are some members which have completed great projects:AceHart, emjlr3, nooK, Im_On_56k, Cookie, and night_wolveX. , using icon path ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
Quest - Create a Required quest titled Credits with the description Nobody helped me with this project, this was a complete secret of mine which was revealed to nobody. But if you want to help badly, visit The Helper.net forums, IT'S THE ONLY FORUM YOU NEED! , using icon path ReplaceableTextures\CommandButtons\BTNMassTeleport.blp
Initialization
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 150 to (Picked player) . Current gold
Bounty Set
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
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 4 (Purple)
Game Set Red
Events
Time - Every 2.00 seconds of game time
Conditions
(Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
Actions
Game - Defeat Player 1 (Red) with the message: You've been eliminated!
Game Set Blue
Events
Time - Every 2.00 seconds of game time
Conditions
(Count structures controlled by Player 2 (Blue) (Include incomplete structures)) Equal to 0
Actions
Game - Defeat Player 2 (Blue) with the message: You've been eliminated!
Game Set Teal
Events
Time - Every 2.00 seconds of game time
Conditions
(Count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0
Actions
Game - Defeat Player 3 (Teal) with the message: You've been eliminated!
Game Set Purple
Events
Time - Every 2.00 seconds of game time
Conditions
(Count structures controlled by Player 4 (Purple) (Include incomplete structures)) Equal to 0
Actions
Game - Defeat Player 4 (Purple) with the message: You've been eliminated!
Game End Red
Events
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game End Blue
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Conditions
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game End Teal
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Conditions
Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game End Purple
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Conditions
Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Primary Income
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 50 to (Picked player) . Current gold
AI is not yet finished......yet. I'm still working on the AI, when it's done, it should pick up a decent fight with Human Players. Please wait for future version of the map...thanks :).
-Thanatos_820 / K9_Felravager
AI Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set P1_AI_Hall[1] = Coral Steep 0001 <gen>
Set Variable Set P2_AI_Hall[1] = Coral Steep 0002 <gen>
Set Variable Set P3_AI_Hall[1] = Coral Steep 0003 <gen>
Set Variable Set P4_AI_Hall[1] = Coral Steep 0004 <gen>
Player 1
Events
Time - Elapsed game time is 0.10 seconds
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Coral Steep 0001 <gen> to build a Spawning Pool at (Position of P1_AI_Hall[1])
Wait 3.10 seconds
Trigger - Add to (This trigger) the event (A unit Finishes construction)
Player 2
Events
Time - Elapsed game time is 0.10 seconds
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
Unit - Order Coral Steep 0002 <gen> to build a Spawning Pool at (Position of P2_AI_Hall[1])
Player 3
Events
Time - Elapsed game time is 0.10 seconds
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
Unit - Order Coral Steep 0003 <gen> to build a Spawning Pool at (Position of P3_AI_Hall[1])
Player 4
Events
Time - Elapsed game time is 0.10 seconds
Conditions
(Player 4 (Purple) controller) Equal to Computer
Actions
Unit - Order Coral Steep 0004 <gen> to build a Spawning Pool at (Position of P4_AI_Hall[1])
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