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Triggers
Upgrade Frist.w3x
Variables
Initialization
Gold Inome
Rename
Barracks Destroyed
Gold Cap
Start Action
Control Points
Capture Tower
Capture Hero
Cp Income 1
Cp Income 2
Help
Basic Guide
Changelog
Credits
Credits
Modes
Option 1
Option 2
Option 3
Game Start
Classic
Free Teams
Teams of Two
Buttons
Heros Buttons
Modes Buttons
Bounty Buttons
High Gold Buttons
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
Gold Inome
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 5 to (Picked player) . Current gold
Rename
Events
Player - Player 1 (Red) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -name (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Player - Set name of (Triggering player) to (Substring((Entered chat string), 7, 26))
Barracks Destroyed
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Barracks (Human)
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make (Owner of (Dying unit)) treat (Picked player) as an Enemy
Game - Display to (All players) the text: ((Player + (Name of (Owner of (Killing unit)))) + ( Has Defeated + (Name of (Owner of (Dying unit)))))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility across (Playable map area)
Gold Cap
Events
Player - Player 1 (Red) 's Current gold becomes Greater than 500.00
Player - Player 2 (Blue) 's Current gold becomes Greater than 500.00
Player - Player 3 (Teal) 's Current gold becomes Greater than 500.00
Player - Player 4 (Purple) 's Current gold becomes Greater than 500.00
Player - Player 5 (Yellow) 's Current gold becomes Greater than 500.00
Player - Player 6 (Orange) 's Current gold becomes Greater than 500.00
Player - Player 7 (Green) 's Current gold becomes Greater than 500.00
Player - Player 8 (Pink) 's Current gold becomes Greater than 500.00
Conditions
Actions
Player - Set (Triggering player) . Current gold to 500
Start Action
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: Please wait as Player 1, Picks the game options.
Camera - Pan camera for Player 1 (Red) to (Position of Admin Tower 0039 <gen>) over 1.00 seconds
Capture Tower
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Control Point
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Attacked unit)) Less than 500.00
Then - Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 100 %
Else - Actions
Capture Hero
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Hero Tavern
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Attacked unit)) Less than 500.00
Then - Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 100 %
Game - Display to (All players) the text: ((Name of (Owner of Hero Tavern 0040 <gen>)) + Has Taken Hold of the Hero Tavern.)
Else - Actions
Cp Income 1
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add ((Number of units in (Units owned by Player 1 (Red) of type Control Point)) x 2) to Player 1 (Red) . Current gold
Player - Add ((Number of units in (Units owned by Player 2 (Blue) of type Control Point)) x 2) to Player 2 (Blue) . Current gold
Player - Add ((Number of units in (Units owned by Player 3 (Teal) of type Control Point)) x 2) to Player 3 (Teal) . Current gold
Player - Add ((Number of units in (Units owned by Player 4 (Purple) of type Control Point)) x 2) to Player 4 (Purple) . Current gold
Player - Add ((Number of units in (Units owned by Player 5 (Yellow) of type Control Point)) x 2) to Player 5 (Yellow) . Current gold
Player - Add ((Number of units in (Units owned by Player 6 (Orange) of type Control Point)) x 2) to Player 6 (Orange) . Current gold
Player - Add ((Number of units in (Units owned by Player 7 (Green) of type Control Point)) x 2) to Player 7 (Green) . Current gold
Player - Add ((Number of units in (Units owned by Player 8 (Pink) of type Control Point)) x 2) to Player 8 (Pink) . Current gold
Cp Income 2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add ((Number of units in (Units owned by Player 1 (Red) of type Control Point)) x 10) to Player 1 (Red) . Current gold
Player - Add ((Number of units in (Units owned by Player 2 (Blue) of type Control Point)) x 10) to Player 2 (Blue) . Current gold
Player - Add ((Number of units in (Units owned by Player 3 (Teal) of type Control Point)) x 10) to Player 3 (Teal) . Current gold
Player - Add ((Number of units in (Units owned by Player 4 (Purple) of type Control Point)) x 10) to Player 4 (Purple) . Current gold
Player - Add ((Number of units in (Units owned by Player 5 (Yellow) of type Control Point)) x 10) to Player 5 (Yellow) . Current gold
Player - Add ((Number of units in (Units owned by Player 6 (Orange) of type Control Point)) x 10) to Player 6 (Orange) . Current gold
Player - Add ((Number of units in (Units owned by Player 7 (Green) of type Control Point)) x 10) to Player 7 (Green) . Current gold
Player - Add ((Number of units in (Units owned by Player 8 (Pink) of type Control Point)) x 10) to Player 8 (Pink) . Current gold
Basic Guide
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Basic Guide with the description Chapter 1 - Upgrades.A good way to start out is to get the Footmen Uprade from -Units- Upgrade Center then make about 5 of these depending on the game mode, you can use these to capture the control points around the map so you can have extra gold at the start to get those upgrades.Chapter 2 - TricksNewb ComboThe simipliest strategy is to upgrade -Health- -Barrels- and -Armor- these will increase the health of all melee units the damage of all range units and the armor of all melee units. Then using a combo of footmen and riflemen you can easily maintain game leader.MassingThe upgrades are the best way to go, but at the start of the game if you mass and keep control of the middle and its control points you will recievie massive amounts of gold income, while the others are upgrading. At the same time if your mass army is countered or starts to fail it is giving your enemys gold and you no longer have an army, that you also put alot of your gold into. This strategy works only if the others dont counter it early game.Chapter 3 - SeigeAt rare times players gather up gold and a army at the start of the game after reaching a strenght they may hit and run to thier base, this is somthing fun to counter and to fight, to counter this or to easily siege a players base, get -Summoning Techquies- to level 15. The demons that can be summoned by wizards are powerful and give no bounty so without an offence the player will evenualy fail. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Required quest titled Basic Info with the description Q: How do I Capture a Control Point or the Hero Tavern?A: Damage it.Q: How do I get a hero?A: Capture the Hero Tavern in the middle of the map and have the Heros upgrade that can be reserched though your units building.Q: What do Control Points do?A: Give you income to fight the enemy.Q: How do I play?A: You capture Control Points, Upgrade your Army and fight with tactics. Also Refer to the Basic Guide for more info.Q: I see someone with a speical unit I don't see at my barracks how do i get one?A: This is most likly a hero and can be bought from the Hero Tavern in the middle of the map. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Required quest titled Commands with the description Heres just a little fun one.-name Insert Name Here , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Changelog
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Changlelog with the description v1.0.1-Made mode selecting more clear so players know what is happening at the start of the game.v1.0.2-Towers have thorns aura.-Tower are easier to take over.v1.0.3-Added New Hero -Kolo'Pok'or- , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Credits with the description Axn_Kitty91azndat qwerty_keyboard raymoth324 , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Option 1
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bounty On for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Else - Actions
Do nothing
Option 2
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Heros Off for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Unit - Remove Hero Tavern 0040 <gen> from the game
Unit - Create 1 . Admin Tower for Neutral Passive at (Center of Heros <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Option 3
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of High Gold On for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Trigger - Turn off Cp_Income_1 <gen>
Trigger - Turn on Cp_Income_2 <gen>
Else - Actions
Do nothing
Game Start
Events
Unit - Admin Tower 0039 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Start Game
Actions
Trigger - Run Classic <gen> (checking conditions)
Trigger - Run Free_Teams <gen> (checking conditions)
Trigger - Run Teams_of_Two <gen> (checking conditions)
Trigger - Run Option_1 <gen> (checking conditions)
Trigger - Run Option_2 <gen> (checking conditions)
Trigger - Run Option_3 <gen> (checking conditions)
Unit - Remove Admin Tower 0039 <gen> from the game
Classic
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Classic Mode (FFa) for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 50
Else - Actions
Free Teams
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Free Teams for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Game - Set Lock resource trading to On
Game - Set Lock alliance settings to Off
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 50
Else - Actions
Teams of Two
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Teams of Two for Admin Tower 0039 <gen>) Equal to 1
Then - Actions
Game - Set Lock resource trading to On
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 25
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Else - Actions
Heros Buttons
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Heros On
Then - Actions
Unit - Add Heros Off to (Casting unit)
Unit - Remove Heros On from (Casting unit)
Game - Display to (All players) the text: Heros - Disabled
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Heros Off
Then - Actions
Unit - Add Heros On to (Casting unit)
Unit - Remove Heros Off from (Casting unit)
Game - Display to (All players) the text: Heros - Enabled
Else - Actions
Modes Buttons
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Classic Mode (FFa)
Then - Actions
Unit - Add Free Teams to (Casting unit)
Unit - Remove Classic Mode (FFa) from (Casting unit)
Game - Display to (All players) the text: Free Teams - Selected
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Free Teams
Then - Actions
Unit - Add Teams of Two to (Casting unit)
Unit - Remove Free Teams from (Casting unit)
Game - Display to (All players) the text: Teams of Two - Selected
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Teams of Two
Then - Actions
Unit - Add Classic Mode (FFa) to (Casting unit)
Unit - Remove Teams of Two from (Casting unit)
Game - Display to (All players) the text: Classic (FFa) - Selected
Else - Actions
Bounty Buttons
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Bounty On
Then - Actions
Unit - Add Bounty Off to (Casting unit)
Unit - Remove Bounty On from (Casting unit)
Game - Display to (All players) the text: Bounty - Disabled
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Bounty Off
Then - Actions
Unit - Add Bounty On to (Casting unit)
Unit - Remove Bounty Off from (Casting unit)
Game - Display to (All players) the text: Bounty - Enabled
Else - Actions
High Gold Buttons
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to High Gold On
Then - Actions
Unit - Add High Gold Off to (Casting unit)
Unit - Remove High Gold On from (Casting unit)
Game - Display to (All players) the text: High Gold - Disabled
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to High Gold Off
Then - Actions
Unit - Add High Gold On to (Casting unit)
Unit - Remove High Gold Off from (Casting unit)
Game - Display to (All players) the text: High Gold - Enabled
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