Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Turret D-FenceWIP.w3x
Variables
Initialization
REDME
Complete Spawn
Start Spawn
Timer and stuff
left
right
right Copy
Middle
Ability
kill
Melee Stuff
Call of the Spirits
Selection Prevention
Selection Prevention Copy
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. By MasterDragons
Name
Type
is_array
initial_value
Crazy
integer
No
timer
timer
No
Timerwondow
timerdialog
No
Turret
unit
No
Turret D-fence, Nothing like your average TD. This is a work in progress that i got an idea from awhile ago. This is 1 player and is best of explained if you just play it. Theres not too much in terms of towers at the moment but thats part of the wip. I had hoped to finish this and make a two player one but I just got lazy so... The spawn on this isnt all that great either. I only created three enemies for now. I kinda hoped to make a boss too. The ability Call of the Spirits is pretty cool in my opinion. but thats for you to decide what to do with it. thank you for downloading.
Default melee game initialization for all players
Complete Spawn
Events
Time - Every 72.00 seconds of game time
Conditions
Actions
-------- Round 1 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 2 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 3 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 4 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 5 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Boss Round --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Start Spawn
Events
Map initialization
Conditions
Actions
-------- Round 1 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 2 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 3 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 4 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Round 5 --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Wait 8.00 seconds
-------- Boss Round --------
Unit - Create 1 . Footman for Player 2 (Blue) at (Random point in Start_Region <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in End_Region <gen>)
Timer and stuff
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Create a timer window for timer with title Time Till Wave Start
Set Variable Set Timerwondow = (Last created timer window)
Countdown Timer - Start timer as a One-shot timer that will expire in 64.00 seconds
Countdown Timer - Show Timerwondow
Wait 64.00 seconds
Countdown Timer - Destroy Timerwondow
Trigger - Turn on Start_Spawn <gen>
Trigger - Turn on Complete_Spawn <gen>
left
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Tile Left
Actions
Unit - Make Turret face ((Facing of Turret) + 10.00) over 0 seconds
right
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Tile Right
Actions
Unit - Make Turret face ((Facing of Turret) - 10.00) over 0 seconds
right Copy
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Tile Center
Actions
Unit - Make Turret face (Center of (Playable map area)) over 0 seconds
Middle
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Tile Middle
Actions
Unit - Order Turret to Neutral Brewmaster - Breath Of Fire . (Position of Turret)
Wait 0.87 seconds
Animation - Play Turret 's stand ready animation
Ability
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Tile Ability
Actions
Unit - Order Turret to Human Archmage - Summon Water Elemental .
kill
Events
Unit - A unit enters End_Region <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Entering unit)
Melee Stuff
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Set Variable Set Turret = Turret Selector 0002 <gen>
Player - Add 1 to Player 1 (Red) . Current lumber
Unit - Make Turret face (Center of (Playable map area)) over 0.00 seconds
Player - Turn Gives bounty On for Player 2 (Blue)
Visibility - Disable fog of war
Visibility - Disable black mask
Game - Display to (All players) the text: Welcome To MasterDragons's Turret D-FenceTo start click your primary tower and upgrade it to the desired turret.To look Right press the right Black buttonTo look left press the left black buttonTo Choot press the middle Red Buttonto return your tower to look center press the bottom button
Floating Text - Create floating text that reads 2500 FT at (Center of 2500 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 2150 FT at (Center of 2150 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 1800 FT at (Center of 1800 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 1400 FT at (Center of 1400 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 1025 FT at (Center of 1025 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 650 FT at (Center of 650 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads 300 FT at (Center of 300 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads TurnRight at (Position of Tile 0001 <gen>) with Z offset 0 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads TurnLeft at (Position of Tile 0003 <gen>) with Z offset 0 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads FIRE! at (Position of Tile 0004 <gen>) with Z offset 0 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Center at (Position of Tile 0007 <gen>) with Z offset 0 , using font size 8.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 25.00 seconds
Game - Display to (All players) the text: Hints:I Find it easier to zoom in with the camera and until i figure out how to change the camera thats the best way.Type -Crazy for som crazieness! Type it again for Boringness!
Call of the Spirits
Events
Unit - Turret Selector 0002 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Call of the Spirits
Actions
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Unit - Create 1 . Spirit for Player 1 (Red) at (Random point in Call_of_the_spirits <gen>) facing Default building facing degrees
Wait 10.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Then - Actions
Unit - Kill (Triggering unit)
Else - Actions
Do nothing
Selection Prevention
Events
Player - Player 1 (Red) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Turret
(Unit-type of (Triggering unit)) Equal to Spirit
(Unit-type of (Triggering unit)) Not equal to Turret Selector
Actions
Selection - Clear selection for Player 1 (Red) .
Game - Display to (All players) the text: Ah ah ah, No Touchy
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.