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Triggers
The Rescue of Halahk NTT.w3x
Variables
Generic
Starting Settings
Kills
The Rescue
The Rescue Effects
Level Finish
Tips
Prevent Generator Transmute
Heroes
Respawn Hero Timer
Respawn Hero 1
Respawn Hero 2
Respawn Hero 3
Abilities
Rain of Fire
Holy Light
AI Cheats
AI Income
AI Level Up
Shops
Teal
Pink
Yellow
Purple
Brown
Give Hero Control
Green Inactive
Gray Inactive
Light Blue Inactive
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
DeathTimer
timer
Yes
DefeatQuest
quest
No
Halahk
unit
No
Hero
unit
Yes
HolyLightPoint
rect
No
Tip
string
Yes
VictoryQuest
quest
No
Starting triggers.
Starting Settings
Events
Map initialization
Conditions
Actions
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)
-------- --- --------
-------- BASIC --------
-------- --- --------
Player - Set Player 6 (Orange) handicap to 30.00 %
Player - Set Player 1 (Red) handicap to 80.00 %
Destructible - Make Cage 6877 <gen> Invulnerable
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Neutral Hostile as an Ally with shared vision
Player - Make Neutral Hostile treat (Picked player) as an Ally with shared vision
AI - Start melee AI script for (Picked player) : Orcish Attack Script.ai (Unexpected type: 'aiscript')
Set Variable Set Hero[7] = Mountain King 0013 <gen>
Set Variable Set Hero[9] = Archmage 0012 <gen>
Set Variable Set Hero[10] = Blood Mage 0574 <gen>
-------- --- --------
-------- QUESTS --------
-------- --- --------
Quest - Create a Required quest titled Victory! with the description To achieve victory in this level, you must rescue Halahk the Lifebringer, an arch-paladin, and bring him back to the energy field. , using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
Set Variable Set VictoryQuest = (Last created quest)
Quest - Create a Required quest titled Defeat! with the description To lose in this level, Halahk or all your forces must be eliminated. Protect Halahk at all costs! , using icon path ReplaceableTextures\CommandButtons\BTNPhoenixEgg.blp
Set Variable Set DefeatQuest = (Last created quest)
Quest - Create a Optional quest titled The Rescue with the description To rescue Halahk, you must kill Balnazaar. After he dies, the rest of the Blackrock Clan will be eliminated as well and Halahk will be freed. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Optional quest titled Generators with the description Power Generators are the ones responsible for the Force Walls that block you from getting onto the forward bases. Destroy them to destroy specific Force Walls....If you destroy the generator of:...the Greentooth Clan, the Force Wall preventing you from going to the Stormreaver Clan's base will be , using icon path ReplaceableTextures\CommandButtons\BTNPowerGenerator.blp
Quest - Create a Optional quest titled Gold Potions with the description Gold Potions give 100% the gold cost of the targeted building when used. They have a long cooldown, but are effective against high tier structures, such as the Beastiary, Tauren Totem, Stronghold and Fortress. It won't do much on a Burrow, so don't waste it on a cheap low-tier structure. But don't , using icon path ReplaceableTextures\CommandButtons\BTNGoldWater.blp
Quest - Create a Required quest titled Credits with the description |cffFFFF00ICONS:|r|cffFFFF00Might|r by |cffFFFF00Coinblin|r.|cffFFFF00Leadership|r by |cffFFFF00AbstractCreativity|r.|cffFFFF00MODELS:|r|cffFFFF00Wood Wall|r by |cffFFFF00Mephestrial|r.---This map is based of the "Tyr's Hand" level from Warcraft II: Tides of Darkness.Thanks to Daelin for the "Basics of Trigger Enhancing Spells" and to whitenights for the "Introduction To Trigger-Enhancing Spells" tutorials about trigger ehnanced spells.Thanks to Dejavuu and Cweener for their support/help/suggestions/ideas/reviews x)And thank YOU for downloading and playing this level! :D , using icon path ReplaceableTextures\CommandButtons\BTNGrunt.blp
-------- --- --------
-------- TIPS --------
-------- --- --------
Set Variable Set Tip[1] = "|cffffcc00TIP:|r Your gold potion has a long cooldown, use it wisely on high-tier structures."
Set Variable Set Tip[2] = "|cffffcc00TIP:|r Don't underestimate the final boss, he's much tougher than you think. Well, both of them."
Set Variable Set Tip[3] = "|cffffcc00TIP:|r You can't Transmute Generators."
Set Variable Set Tip[4] = "|cffffcc00TIP:|r Sorry, I got nothing..."
-------- --- --------
-------- AI CHEATS --------
-------- --- --------
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Hero - Make (Picked player) Heroes gain 120.00 % experience from future kills
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
Player - Turn Gives bounty On for (Picked player)
-------- --- --------
-------- SHOPS --------
-------- --- --------
Unit - Hide Goblin Merchant 0583 <gen>
Unit - Hide Goblin Merchant 0581 <gen>
Unit - Hide Goblin Merchant 0582 <gen>
Unit - Hide Goblin Merchant 0579 <gen>
Unit - Hide Goblin Merchant 0580 <gen>
"Bandits" part is the part where the base is transferred from the Bandits to you.
"Generators" part is the part where Force Fields are removed when Generators are destroyed.
"Level Defeat" part is the part where if Halahk dies or if you have 0 units and structures the game is over, with a defeat for you.
"Archimonde" part is...oh fuck it I'm tired typing. :P
Kills
Events
Unit - A unit Dies
Conditions
Actions
-------- BANDITS AND GENERATORS --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Power Generator 0297 <gen>
Then - Actions
Destructible - Kill ForceWall 6942 <gen>
Destructible - Kill ForceWall 3583 <gen>
Destructible - Kill ForceWall 1183 <gen>
Quest - Display to (All players) the Hint message: |cffffcc00UPDATE:|r Burning Blade's Generator has been destroyed. Force Walls disabled.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Power Generator 0298 <gen>
Then - Actions
Destructible - Kill ForceWall 1169 <gen>
Destructible - Kill ForceWall 3585 <gen>
Quest - Display to (All players) the Hint message: |cffffcc00UPDATE:|r Black Tooth Grin Clan's Generator has been destroyed. Force Walls disabled.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Power Generator 0299 <gen>
Then - Actions
Destructible - Kill ForceWall 1186 <gen>
Destructible - Kill ForceWall 3587 <gen>
Destructible - Kill ForceWall 3641 <gen>
Quest - Display to (All players) the Hint message: |cffffcc00UPDATE:|r Shadowmoon Clan's Generator has been destroyed. Force Walls disabled.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Bandit Lord 0061 <gen>
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Change ownership of Bandit Lord 0061 <gen> to Player 6 (Orange) and Change color
Player - Set Player 6 (Orange) handicap to 100.00 %
Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color
Unit - Change ownership of Rogue 0062 <gen> to Neutral Hostile and Change color
Unit - Change ownership of Rogue 0063 <gen> to Neutral Hostile and Change color
Unit - Change ownership of Assassin 0064 <gen> to Neutral Hostile and Change color
Player - Set Player 2 (Blue) . Current gold to 1500
Player - Set Player 2 (Blue) . Current lumber to 1500
Else - Actions
-------- LEVEL DEFEAT --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Arch-Paladin
Then - Actions
Quest - Mark VictoryQuest as Failed
Quest - Mark DefeatQuest as Completed
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Kill (Picked unit)
Camera - Lock camera target for Player 2 (Blue) to (Dying unit) , offset by ( 0 , 0 ) using Default rotation
Wait 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Wait 3.00 seconds
Sound - Play DarkVictory <gen>
Quest - Display to (All players) the Quest Failed message: |cffFF0000HALAHK HAS BEEN SLAIN, Level Failed!|r|cffFF0000Thank you for playing!|r |cffFF0000The game will be over in 20 seconds.|r
Wait 20.00 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 50.00 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Game - Defeat Player 2 (Blue) with the message: Defeat!
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Count structures controlled by Player 2 (Blue) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 2 (Blue) (Exclude incomplete units)) Equal to 0)
Then - Actions
Quest - Mark VictoryQuest as Failed
Quest - Mark DefeatQuest as Completed
Quest - Display to (All players) the Mission Failed message: |cffffcc00MISSION FAILED|rAll your forces have been eliminated!
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Kill (Picked unit)
Camera - Lock camera target for Player 2 (Blue) to (Dying unit) , offset by ( 0 , 0 ) using Default rotation
Wait 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Wait 3.00 seconds
Sound - Play OrcVictory <gen>
Quest - Display to (All players) the Quest Failed message: |cffFF0000YOUR FORCES HAVE BEEN DEFEATED, Level Failed!|r|cffFF0000Thank you for playing!|r |cffFF0000The game will be over in 20 seconds.|r
Wait 20.00 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 50.00 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Game - Defeat Player 2 (Blue) with the message: Defeat!
Else - Actions
Basic trigger for Halahk's rescue.
The Rescue
Events
Unit - Pit Lord 0526 <gen> Dies
Conditions
Actions
Trigger - Turn on The_Rescue_Effects <gen>
Sound - Play ArrangedTeamInvitation <gen>
Destructible - Kill Cage 6877 <gen>
Unit - Create 1 . Arch-Paladin for Player 2 (Blue) at (Center of HalahkSpawn <gen>) facing 300.00 degrees
Set Variable Set Halahk = (Last created unit)
Hero - Set Halahk experience to 5400 , Hide level-up graphics
Hero - Modify unspent skill points of Halahk : Set to 0 points
Animation - Play Halahk 's stand victory animation
Sound - Play ArrangedTeamInvitation <gen>
Camera - Lock camera target for Player 2 (Blue) to (Last created unit) , offset by ( 0 , 0 ) using Default rotation
Sound - Play HeroPaladinReady1 <gen>
Wait 2 seconds
Animation - Reset Halahk 's animation
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Speshul Holy Light effuct spum.
The Rescue Effects
Events
Time - Every 0.40 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Random point in HalahkSpawn <gen>) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Wait 6.00 seconds
Trigger - Turn off (This trigger)
Finishes the level if Halahk enters the "LevelStartEnd" area.
Level Finish
Events
Unit - A unit enters LevelStartEnd <gen>
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Entering unit)) Equal to Arch-Paladin
Actions
Quest - Mark VictoryQuest as Completed
Quest - Mark DefeatQuest as Failed
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Halahk using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 8 (Pink)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Sound - Play ArrangedTeamInvitation <gen>
Camera - Lock camera target for Player 2 (Blue) to (Last created unit) , offset by ( 0 , 0 ) using Default rotation
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Animation - Play (Picked unit) 's stand victory animation
Animation - Play (Last created unit) 's stand victory animation
Wait 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Unit - Change ownership of (Last created unit) to Neutral Passive and Retain color
Unit - Make Halahk Invulnerable
Wait 3.00 seconds
Sound - Play HeroicVictory <gen>
Quest - Display to (All players) the Quest Completed message: |cff00D9FFHALAHK HAS BEEN FREED, Level Complete!|r|cff00D9FFThank you for playing!|r |cff00D9FFThe game will be over in 20 seconds.|r
Wait 20.00 seconds
Cinematic - Fade out over 2 seconds using texture White Mask and color ( 10.00 %, 55.00 %, 100.00 %) with 0 % transparency
Wait 3.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
The 4 nooby tips.
Tips
Events
Player - Player 2 (Blue) types a chat message containing -tip (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Tip[(Random integer number between 1 and 4)]
Prevent Generator Transmute
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Power Generator
(Ability being cast) Equal to Transmute
Actions
Unit - Order (Triggering unit) to Stop .
Respawn Hero Timer
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
((Triggering player) controller) Equal to User
Actions
Countdown Timer - Start DeathTimer[(Player number of (Triggering player))] as a One-shot timer that will expire in (4.00 x (Real((Hero level of (Triggering unit))))) seconds
Sorry to use individual triggers for this...
Respawn Hero 1
Events
Time - DeathTimer[7] expires
Conditions
Actions
Hero - Instantly revive Hero[7] at (Center of (Playable map area)) , Show revival graphics
Camera - Pan camera for Player 7 (Green) to (Position of Respawn Circle 0578 <gen>) over 0 seconds
Sorry to use individual triggers for this...
Respawn Hero 2
Events
Time - DeathTimer[9] expires
Conditions
Actions
Hero - Instantly revive Hero[9] at (Center of (Playable map area)) , Show revival graphics
Camera - Pan camera for Player 9 (Gray) to (Position of Respawn Circle 0578 <gen>) over 0 seconds
Sorry to use individual triggers for this...
Respawn Hero 3
Events
Time - DeathTimer[10] expires
Conditions
Actions
Hero - Instantly revive Hero[10] at (Center of (Playable map area)) , Show revival graphics
Camera - Pan camera for Player 10 (Light Blue) to (Position of Respawn Circle 0578 <gen>) over 0 seconds
It's raining fire! Damn, my triggers are so simple...
Rain of Fire
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rain of Fire Dummy Spell
Actions
Unit - Create 1 . Rain of Fire Dummy for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Neutral Pit Lord - Rain Of Fire . (Target point of ability being cast)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Need some help with this trigger, what's the script that destroys a region variable?
call_udg_remove_location (<region/point>
or something?
Holy Light
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Light (Halahk)
Actions
Set Variable Set HolyLightPoint = (Region centered at (Target point of issued order) with size (600.00, 600.00))
Unit Group - Pick every unit in (Units in HolyLightPoint) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Picked unit) belongs to an ally of Player 2 (Blue).) Equal to True
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 1000.00)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Picked unit) belongs to an ally of Player 2 (Blue).) Equal to False
((Picked unit) is alive) Equal to True
Then - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing 500 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Every 2 seconds, AI gets +2 resources.
AI Income
Events
Time - Every 2 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Add 2 to (Picked player) . Current gold
Player - Add 2 to (Picked player) . Current lumber
Every 240 seconds, AI's heroes gain +1 level.
AI Level Up
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
Loop - Actions
Hero - Set (Picked unit) Hero-level to ((Hero level of (Picked unit)) + 1) , Show level-up graphics
Teal
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
((Count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 3 (Teal) (Exclude incomplete units)) Equal to 0)
Actions
Unit - Unhide Goblin Merchant 0580 <gen>
Pink
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Count structures controlled by Player 8 (Pink) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 8 (Pink) (Exclude incomplete units)) Equal to 0)
Actions
Unit - Unhide Goblin Merchant 0579 <gen>
Yellow
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Count structures controlled by Player 5 (Yellow) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 5 (Yellow) (Exclude incomplete units)) Equal to 0)
Actions
Unit - Unhide Goblin Merchant 0582 <gen>
Purple
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Count structures controlled by Player 4 (Purple) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 4 (Purple) (Exclude incomplete units)) Equal to 0)
Actions
Unit - Unhide Goblin Merchant 0581 <gen>
Brown
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Count structures controlled by Player 12 (Brown) (Include incomplete structures)) Equal to 0) and ((Count non-structure units controlled by Player 12 (Brown) (Exclude incomplete units)) Equal to 0)
Actions
Unit - Unhide Goblin Merchant 0583 <gen>
Green Inactive
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Trigger - Turn off Respawn_Hero_1 <gen>
Unit - Change ownership of Mountain King 0013 <gen> to Player 2 (Blue) and Change color
Gray Inactive
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
(Player 9 (Gray) slot status) Equal to Has left the game
Actions
Trigger - Turn off Respawn_Hero_2 <gen>
Unit - Change ownership of Archmage 0012 <gen> to Player 2 (Blue) and Change color
Light Blue Inactive
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Trigger - Turn off Respawn_Hero_3 <gen>
Unit - Change ownership of Blood Mage 0574 <gen> to Player 2 (Blue) and Change color
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