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Triggers
survival80.w3x
Variables
Initialization
Melee Initialization
allies
Count Down Clock
Display Round Number
Count Down Clock Copy
loop waves
Feel free to make mods of this map
Just acknowledge the source
Loop Red
Loop Blue
Loop Teal
Loop Purple
Increment Round
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
attackBlue
group
No
attackPurple
group
No
attackRed
group
No
attackTeal
group
No
numSeconds
integer
No
redCount
integer
No
0
round
integer
No
1
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set numSeconds = "40"
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 - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
allies
Events
Map initialization
Conditions
Actions
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Enemy with shared vision
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Enemy with shared vision
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Enemy with shared vision
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Enemy with shared vision
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Enemy with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Enemy with shared vision
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Enemy with shared vision
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Enemy with shared vision
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Enemy with shared vision
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Enemy with shared vision
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Enemy with shared vision
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Enemy with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Enemy with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Enemy with shared vision
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Count Down Clock
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Next Wave
Countdown Timer - Change the title of (Last created timer window) to Next Wave
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 70.00 seconds
Countdown Timer - Show (Last created timer window) for Player 1 (Red)
Countdown Timer - Show (Last created timer window) for Player 2 (Blue)
Countdown Timer - Show (Last created timer window) for Player 3 (Teal)
Countdown Timer - Hide (Last created timer window) for Player 4 (Purple)
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Display Round Number
Events
Time - Every 80.00 seconds of game time
Conditions
Actions
Wait 4.25 seconds
Multiboard - Destroy (Last created multiboard)
Multiboard - Create a multiboard with 1 columns and 1 rows, titled Footmen Next Round .
Multiboard - Show (Last created multiboard)
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to (String(round))
Multiboard - Change the color of the title for (Last created multiboard) to ( 100 %, 80 %, 20 %) with 0 % transparency
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 1 to Show text and Hide icons
Count Down Clock Copy
Events
Time - Elapsed game time is 80.00 seconds
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Next Wave
Countdown Timer - Change the title of (Last created timer window) to Next Wave
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 80.00 seconds
Countdown Timer - Show (Last created timer window) for Player 1 (Red)
Countdown Timer - Show (Last created timer window) for Player 2 (Blue)
Countdown Timer - Show (Last created timer window) for Player 3 (Teal)
Countdown Timer - Hide (Last created timer window) for Player 4 (Purple)
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Loop Red
Events
Time - Every 80.00 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
For each (Integer redCount ) from 1 to round , do (Actions)
Loop - Actions
Unit - Create 1 . Footman for Player 11 (Dark Green) at ((Center of (Playable map area)) offset by (-100.00, 50.00)) facing Default building facing degrees
Unit Group - Add (Last created unit) to attackRed
Wait 4.00 seconds
Unit Group - Pick every unit in attackRed and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Player 1 (Red) start location)
Loop Blue
Events
Time - Every 80.00 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Wait 1.00 seconds
For each (Integer redCount ) from 1 to round , do (Actions)
Loop - Actions
Unit - Create 1 . Footman for Player 12 (Brown) at ((Center of (Playable map area)) offset by (100.00, -50.00)) facing Default building facing degrees
Unit Group - Add (Last created unit) to attackBlue
Wait 3.00 seconds
Unit Group - Pick every unit in attackBlue and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Player 2 (Blue) start location)
Loop Teal
Events
Time - Every 80.00 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Wait 2.00 seconds
For each (Integer redCount ) from 1 to round , do (Actions)
Loop - Actions
Unit - Create 1 . Footman for Player 10 (Light Blue) at ((Center of (Playable map area)) offset by (-100.00, -50.00)) facing Default building facing degrees
Unit Group - Add (Last created unit) to attackTeal
Wait 2.00 seconds
Unit Group - Pick every unit in attackTeal and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Player 3 (Teal) start location)
Loop Purple
Events
Time - Every 80.00 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Wait 3.00 seconds
For each (Integer redCount ) from 1 to round , do (Actions)
Loop - Actions
Unit - Create 1 . Footman for Player 9 (Gray) at ((Center of (Playable map area)) offset by (100.00, 50.00)) facing Default building facing degrees
Unit Group - Add (Last created unit) to attackPurple
Wait 1.00 seconds
Unit Group - Pick every unit in attackPurple and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Player 4 (Purple) start location)
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