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Triggers
W.A.R v0.2b.w3x
Variables
Model Credits
Credits
---------------------------
Unknown TEMP
Daelin
Olofmoleman
Chriz.
xXm0rpH3usXx
Celestea
Nasrudin
aquilla
Mc !
Illidan
reinless
oBs3rv3r
Xios
sc_freak
abriko
JetFangInferno
iNfraNe
Whitehorn
Red XIII
HappyTauren
Herio-san
Illidan(evil)x
Born2Modificate
---------------------------
---------------------------
Mutiple Authors
Other Stuff
Arrr!
How to Use
Income
---------------------------
PlayerIncome
PlayerIncomeLumber
MapInitialization
Map Opening
---------------------------
TextWarning
SetTeams
CreateMarines
---------------------------
Marines
Respawn
Respawn
AutoOrder
SetUnit
TeamA
TeamB
Sound
---------------------------
StopMusic
Sound
Sound Copy
PlayMusic
Orders
Destroy
---------------------------
OrderMarineSquad
UnitSpawns
TurnOFF
AutoAttack
AutoAttack Brown
Blink
ChronoShield
RemoveUnit
Remove
Hints
UnitConversion
---------------------------
ConvertDG
CovertBrown
Pillbox
Turret
Missile
Turret Copy
Pillbox2
Missile2
Abilities
Defensive
Offensive
ChangeName
---------------------------
NamePlayer1
namePlayer2
NamePlayer3
NamePlayer4
namePlayer5
NamePlayer6
Quests
---------------------------
QuestMenu
Clock
---------------------------
Clock
Cinematics
---------------------------
Explode
Explode Copy
CommandCenterWest
CommandCenterEast
Camera
StandardCamera
ThirdPerson
SideView
ExtendedView
Visibility
---------------------------
PanCamera
Foward Command
Forward CommandEast
Forward CommandWest
TestGold
TestGold
TheMostAbsurdAIScriptEver
StartBuild
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.
W.A.R Uses the Ultimate Terraining Map 3.0 all models belong to their respected owners as stated in the folder below.
Name
Type
is_array
initial_value
GoldIncome
integer
Yes
IncomeTimer
timer
No
LumberIncome
integer
Yes
RandomBuild
integer
Yes
RandomNumber
integer
No
RespawnUnit
unit
Yes
Teams
force
Yes
temprect
location
Yes
If you are looking for a particular model remember there is a Find function under the edit drop-down or you can press Ctrl-F.
I'd like to credit websites that hosted these files and this map.
Warcraft 3 Campaigns - http://wc3campaigns.net/index.php
Darky's War3 Site - Unavailable
The Hive Workshop - http://hiveworkshop.com/resources_new/
Campaign Creations - http://www.campaigncreations.org/ (Possible 404s or Technical Difficulties at this time.)
I would also like to credit all those who did not receive specific credit either due to indirect help, anonymity or in the process of mass-importing I missed them.
Compiled by DungeonM (USEast)
If you were miscredited or have questions/comments reach me at TheBlarnayPie on AOL or [email protected] on MSN.
underground pack
log house kit
hi res doodadpackhigh%20res%20doodadpack.rar
stonehouse kit
church and library pack
castle wall system
pallisade walls
framework kit (Also Chriz. & Shadow1500)
plantspack version 1.1.rar
azshara pines.rar
loaerderon summer tree.rar
stonehouse kit by xXm0RpH3usXx models.rar
EverwoodTree.mdx (Created by Blizzard and simply exported by many different users, unsure of who originally extracted)
Tablenolegs.mdx
Doodads Are Divided As Follows...
--Bridge/Ramps--
A default directory, pathing has been removed but no new doodads are contained here.
--Cinematic--
Contains flashy doodads.
Contains subgroups such as Fire, Lighting, Particles, and Sky.
Cliff/Terrain
Another deafault directory, not much to be seen in here.
--Enviroment--
Contains enviromental-themed doodads.
Contains subgroups such as Animals, Crater, Crystal, Farm, Fissure, Grass, Ice, Mushrooms, Rock, Shrubs, Trees, Underground, Vines and Water Life.
--Pathing Blockers--
Normally unused this directory should see some more use.
It obviously contains pathing blockers to be used in playable maps, the new addition is that of shadow doodads. These doodads have no graphic but will create a shadow on the ground, useful for making a place seem darker if the terrain texture is too bright.
--Props--
Generally smaller objects and props used in the world.
Subgroups include Banner, Barrens, Bones, Book, Carpet, Church, Death, Debris, Demon, Farm, Fence, Flooring, Furniture, House, Items, Lighting, Misc, Moria, Obelisk, Pedestal, Platform, Ruins, Ship, Special, Throne, Tile, Torture, Underground, Wall, Ruins (2).
-Structures--
Includes buildings and some of the larger props/objects.
Subgroups include Archway, Barrens, Bricks (A Building Framework Pack), Bridge, Building (All Kinds), Castla (Castle Set), Castle (Another Set), City Building (Blizzard Default, Column, Fountain, Framework (A Building Framework Pack), Gate, Hobbiton, Log (A Building Framework Pack), Misc, Naboo, Palisade, Pav (A Building Framework Pack), Roof, Ruined, Ruins, Statues, Stone Wall, Tile, Underground, Wall, Water.
--Trees/Destructibles--
Mostly default Blizzard trees, a few custom combinations of standard Blizzard Models/Textures have been made.
Contains Wall Trees, Canopy Trees and a few other Destructibles.
--Water--
Contains Debris, Ice, Ships.
More importantly has 7 standard Blizzard water tiles and iNfraNe's water model, all very useful.
What is the Ultimate Terraining Map?
The Ultimate Terraining Map (UTM) was developed long ago to make terraining easier for terrainers everywhere. Some of the features of the map include...
-Over 949 imported files and yet still under 4MB!
-Pathing set to none for most doodads.
-Doodads reorganzied so that none are missed or forgotten.
How do you use the UTM?
Simply open it up in World Edit (USWME is prefered) and follow these easy steps...
1. Go to Scenario ---> Map Size And Camera Bounds
Check off both Camera Bounds and Map Bounds
Use the arrows to adjust the map to whatever size you want, remember that you can always come back here and change it should you want to shrink/increase the size.
2. Go to Advanced ---> Modify Tileset
From the dropdown menu select whichever Tileset pleases you and press OK.
You're all set, start Terraining!
The Following triggers control the player's Income and starting resources
PlayerIncome
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add GoldIncome[(Player number of (Picked player))] to (Picked player).Current gold)
Player Group - Pick every player in (All players) and do (Pick every unit in (Units owned by (Picked player) of type |cffffa500Currency Factory|r) and do (Add 25 to (Picked player).Current gold))
PlayerIncomeLumber
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add LumberIncome[(Player number of (Picked player))] to (Picked player).Current lumber)
Player Group - Pick every player in (All players) and do (Pick every unit in (Units owned by (Picked player) of type |cffffa500Materials Factory|r) and do (Add 10 to (Picked player).Current lumber))
MapInitialization
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Environment - Set sky to Felwood Sky
Camera - Pan camera for Player 1 (Red) to (Position of |cff6b8e23Engineer|r 0014 <gen>) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of |cff6b8e23Engineer|r 0015 <gen>) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of |cff6b8e23Engineer|r 0016 <gen>) over 0 seconds
Camera - Pan camera for Player 7 (Green) to (Position of |cff6b8e23Engineer|r 0017 <gen>) over 0 seconds
Camera - Pan camera for Player 9 (Gray) to (Position of |cff6b8e23Engineer|r 0018 <gen>) over 0 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of |cff6b8e23Engineer|r 0019 <gen>) over 0 seconds
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 200)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 40)
Player Group - Pick every player in (All players) and do (Set VariableSet GoldIncome[(Player number of (Picked player))] = "50")
Player Group - Pick every player in (All players) and do (Set VariableSet LumberIncome[(Player number of (Picked player))] = "5")
Player Group - Add Player 1 (Red) to Teams[1]
Player Group - Add Player 2 (Blue) to Teams[1]
Player Group - Add Player 3 (Teal) to Teams[1]
Player Group - Add Player 11 (Dark Green) to Teams[1]
Player Group - Add Player 7 (Green) to Teams[2]
Player Group - Add Player 9 (Gray) to Teams[2]
Player Group - Add Player 10 (Light Blue) to Teams[2]
Player Group - Add Player 12 (Brown) to Teams[2]
These triggers control certain effects at the game start.
TextWarning
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cff99b4d1WAR has been declared! Use your Engineer to create a Barracks to start training troops!|r
Selection - Select |cff6b8e23Engineer|r 0014 <gen> for Player 1 (Red)
Selection - Select |cff6b8e23Engineer|r 0015 <gen> for Player 2 (Blue)
Selection - Select |cff6b8e23Engineer|r 0016 <gen> for Player 3 (Teal)
Selection - Select |cff6b8e23Engineer|r 0017 <gen> for Player 7 (Green)
Selection - Select |cff6b8e23Engineer|r 0018 <gen> for Player 9 (Gray)
Selection - Select |cff6b8e23Engineer|r 0019 <gen> for Player 10 (Light Blue)
Player Group - Pick every player in (All players) and do (.Apply without panning. gg_cam_MainView for (Picked player) over 0 seconds)
SetTeams
Events
Map initialization
Conditions
Actions
Player Group - Add Player 1 (Red) to Teams[1]
Player Group - Add Player 2 (Blue) to Teams[1]
Player Group - Add Player 3 (Teal) to Teams[1]
Player Group - Add Player 7 (Green) to Teams[2]
Player Group - Add Player 9 (Gray) to Teams[2]
Player Group - Add Player 10 (Light Blue) to Teams[2]
The following trigger creates Marines for Player 11 and Player 12
Marines
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 6 . |cff99b4d1Marine|r for Player 12 (Brown) at (Random point in Team2_Free_Troops <gen>) facing Default building facing degrees
Unit - Create 6 . |cff99b4d1Marine|r for Player 11 (Dark Green) at (Random point in Team1_Free_Troops <gen>) facing Default building facing degrees
Respawn
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Respawn (Neutral Hostile 1), (Neutral Hostile)
Actions
Unit - Replace (Casting unit) with a |cff6b8e23Engineer|r using The new unit's default life and mana
Set Variable Set RespawnUnit[(Player number of (Owner of (Casting unit)))] = (Last replaced unit)
Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
AutoOrder
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Engineer (Training)) and do (If ((Mana of (Picked unit)) Greater than or equal to 60.00) then do (Order (Picked unit) to Orc Tauren Chieftain - War Stomp.) else do (Do nothing))
SetUnit
Events
Map initialization
Conditions
Actions
Set Variable Set RespawnUnit[1] = |cff6b8e23Engineer|r 0014 <gen>
Set Variable Set RespawnUnit[2] = |cff6b8e23Engineer|r 0015 <gen>
Set Variable Set RespawnUnit[3] = |cff6b8e23Engineer|r 0016 <gen>
Set Variable Set RespawnUnit[7] = |cff6b8e23Engineer|r 0017 <gen>
Set Variable Set RespawnUnit[9] = |cff6b8e23Engineer|r 0018 <gen>
Set Variable Set RespawnUnit[10] = |cff6b8e23Engineer|r 0019 <gen>
TeamA
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) is an ally of Player 11 (Dark Green).) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to |cff6b8e23Engineer|r
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Has lost an Engineer! A new one will be created in 60 seconds.)
Unit - Create 1 Engineer (Training) for (Owner of (Dying unit)) at (Center of RespawnTeamA <gen>) facing (Center of (Playable map area))
Set Variable Set RespawnUnit[(Player number of (Owner of (Last created unit)))] = (Last created unit)
Camera - Pan camera for (Owner of RespawnUnit[(Player number of (Owner of (Last created unit)))]) to (Position of RespawnUnit[(Player number of (Owner of (Last created unit)))]) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to |cff6b8e23Engineer|r (Defensive)
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Has lost an Engineer! A new one will be created in 60 seconds.)
Unit - Create 1 Engineer (Training) for (Owner of (Dying unit)) at (Center of RespawnTeamA <gen>) facing (Center of (Playable map area))
Set Variable Set RespawnUnit[(Player number of (Owner of (Last created unit)))] = (Last created unit)
Camera - Pan camera for (Owner of RespawnUnit[(Player number of (Owner of (Last created unit)))]) to (Position of RespawnUnit[(Player number of (Owner of (Last created unit)))]) over 0 seconds
Else - Actions
Do nothing
TeamB
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) is an ally of Player 12 (Brown).) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to |cff6b8e23Engineer|r
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Has lost an Engineer! A new one will be created in 60 seconds.)
Unit - Create 1 Engineer (Training) for (Owner of (Dying unit)) at (Center of RespawnTeamB <gen>) facing (Center of (Playable map area))
Set Variable Set RespawnUnit[(Player number of (Owner of (Last created unit)))] = (Last created unit)
Camera - Pan camera for (Owner of RespawnUnit[(Player number of (Owner of (Last created unit)))]) to (Position of RespawnUnit[(Player number of (Owner of (Last created unit)))]) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to |cff6b8e23Engineer|r (Defensive)
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Has lost an Engineer! A new one will be created in 60 seconds.)
Unit - Create 1 Engineer (Training) for (Owner of (Dying unit)) at (Center of RespawnTeamB <gen>) facing (Center of (Playable map area))
Set Variable Set RespawnUnit[(Player number of (Owner of (Last created unit)))] = (Last created unit)
Camera - Pan camera for (Owner of RespawnUnit[(Player number of (Owner of (Last created unit)))]) to (Position of RespawnUnit[(Player number of (Owner of (Last created unit)))]) over 0 seconds
Else - Actions
Do nothing
The following triggers control the music in the game.
StopMusic
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Stop music Immediately
Sound
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Set Variable Set temprect[1] = (Position of |cffdaa520Command Center|r 0000 <gen>)
Sound - Play HumanCallToArmsWhat1 <gen> at 100 % volume, located at temprect[1] with Z offset 0
Sound - Destroy (Last played sound)
Sound Copy
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Set Variable Set temprect[2] = (Position of |cffdaa520Command Center|r 0003 <gen>)
Sound - Play HumanCallToArmsWhat1 <gen> at 100 % volume, located at temprect[2] with Z offset 0
Sound - Destroy (Last played sound)
PlayMusic
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Sound - Play PursuitTheme <gen>
Destroy
Events
Unit - A unit Finishes training a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to |cffb9d1eaDemolish Structure|r
Then - Actions
Unit - Explode (Triggering unit) .
Unit - Remove (Trained unit) from the game
Else - Actions
Do nothing
The following triggers contol the autocasting of training units, auto attacking for the computers, and auto abilities for the Chrono Trooper
OrderMarineSquad
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Firebat Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Chrono Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Grenadier Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Marine Bio Center|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Marine Platoon Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Mech Infantry Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Sniper Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Spawnling Bio Center|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Tesla Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Medic Facility|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Hover Tank Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Artillery Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Marine Barracks|r
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Train Squad (Marines)
Else - Actions
Do nothing
UnitSpawns
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Train Squad (Marines)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Artillery Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 1 . |cff66cdaaArtillery|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Chrono Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 2 . |cff66cdaaChrono Troop|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Firebat Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 3 . |cffff4500Firebat|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Grenadier Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 3 . |cffb4b4b4Grenadier|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Hover Tank Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 1 . |cff9932ccHover Tank|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Marine Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 3 . |cff99b4d1Marine|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Marine Bio Center|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 3 . |cff7fff00Bio Marine|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Marine Platoon Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 6 . |cff99b4d1Marine|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Mech Infantry Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 2 . |cffd2b48cMech Infantry|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Sniper Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 2 . |cff0000ffSniper|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Spawnling Bio Center|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 6 . |cff7cfc00Spawling|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to |cff99b4d1Tesla Barracks|r
Then - Actions
Unit - Remove (Trained unit) from the game
Unit - Order (Triggering unit) to train/upgrade to a Train Squad (Marines)
Unit - Create 2 . |cff66cdaaTesla Troop|r for (Owner of (Triggering unit)) at (Position of (Trained unit)) facing (Center X of (Playable map area)) degrees
Else - Actions
Do nothing
TurnOFF
Events
Conditions
Actions
Unit Group - Pick every unit in (Units of type |cff99b4d1Firebat Barracks|r) and do (Order (Picked unit) to Special Archimonde - Dark Portal.(Position of (Picked unit)))
Unit Group - Pick every unit in (Units of type |cff99b4d1Marine Barracks|r) and do (Order (Picked unit) to Special Archimonde - Dark Portal.(Position of (Picked unit)))
AutoAttack
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) 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) Not equal to |cffdaa520Command Center|r 0000 <gen>
(Picked unit) Not equal to |cff99b4d1Plasma Turret|r 0025 <gen>
(Current order of (Picked unit)) Not equal to (Order(attack))
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Position of |cffdaa520Command Center|r 0003 <gen>)
Else - Actions
Do nothing
AutoAttack Brown
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) 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) Not equal to |cffdaa520Command Center|r 0003 <gen>
(Picked unit) Not equal to |cff99b4d1Plasma Turret|r 0024 <gen>
(Current order of (Picked unit)) Not equal to (Order(attack))
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Position of |cffdaa520Command Center|r 0000 <gen>)
Else - Actions
Do nothing
Blink
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to |cff66cdaaChrono Troop|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to |cff0000ffSniper|r
Then - Actions
Unit - Order (Attacked unit) to Night Elf Warden - Blink . (Position of (Attacking unit))
Else - Actions
Do nothing
ChronoShield
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to |cff66cdaaChrono Troop|r
Actions
Unit - Order (Attacked unit) to Neutral Sea Witch - Activate Mana Shield .
Remove
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Not equal to |cff99b4d1Artillery Turret|r
(Unit-type of (Dying unit)) Not equal to |cff99b4d1Plasma Turret|r
(Unit-type of (Dying unit)) Not equal to |cffdaa520Command Center|r
Then - Actions
Wait 2.00 seconds
Unit - Remove (Triggering unit) from the game
Else - Actions
Do nothing
The following Triggers converts units trained by players to their corresponding ally computer.
ConvertDG
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type |cff99b4d1Marine|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff0000ffSniper|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff5f9ea0Commando|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaArtillery|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff7cfc00Spawling|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaTesla Troop|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff7fff00Bio Marine|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff9932ccHover Tank|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffd2b48cMech Infantry|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffff4500Firebat|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffb4b4b4Grenadier|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaChrono Troop|r) and do (If (((Picked unit) belongs to an ally of Player 11 (Dark Green).) Equal to True) then do (Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color) else do (Do nothing))
CovertBrown
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type |cff99b4d1Marine|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff0000ffSniper|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaTesla Troop|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff5f9ea0Commando|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaArtillery|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffb4b4b4Grenadier|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffd2b48cMech Infantry|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cffff4500Firebat|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff66cdaaChrono Troop|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff7cfc00Spawling|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff7fff00Bio Marine|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Unit Group - Pick every unit in (Units of type |cff9932ccHover Tank|r) and do (If (((Picked unit) belongs to an ally of Player 12 (Brown).) Equal to True) then do (Change ownership of (Picked unit) to Player 12 (Brown) and Retain color) else do (Do nothing))
Pillbox
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Pillbox|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 11 (Dark Green) and Retain color
Else - Actions
Do nothing
Turret
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Artillery Turret|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 11 (Dark Green) and Retain color
Else - Actions
Do nothing
Missile
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Missile Launcher|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 11 (Dark Green) and Retain color
Else - Actions
Do nothing
Turret Copy
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Artillery Turret|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 12 (Brown) and Retain color
Else - Actions
Do nothing
Pillbox2
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Pillbox|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 12 (Brown) and Retain color
Else - Actions
Do nothing
Missile2
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff99b4d1Missile Launcher|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Constructed structure)) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Unit - Change ownership of (Constructed structure) to Player 12 (Brown) and Retain color
Else - Actions
Do nothing
Defensive
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Switch to Defensive Structures (Neutral Hostile)
Actions
Unit - Replace (Casting unit) with a |cff6b8e23Engineer|r (Defensive) using The new unit's default life and mana
Set Variable Set RespawnUnit[(Player number of (Owner of (Casting unit)))] = (Last replaced unit)
Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
Offensive
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Switch to Offensive Structures (Neutral Hostile)
Actions
Unit - Replace (Casting unit) with a |cff6b8e23Engineer|r using The new unit's default life and mana
Set Variable Set RespawnUnit[(Player number of (Owner of (Casting unit)))] = (Last replaced unit)
Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
Each trigger changes the player's name to the string typed after - name.
NamePlayer1
Events
Player - Player 1 (Red) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 1 (Red) to (Substring((Entered chat string), 7, 150))
namePlayer2
Events
Player - Player 2 (Blue) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 2 (Blue) to (Substring((Entered chat string), 7, 150))
NamePlayer3
Events
Player - Player 3 (Teal) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 3 (Teal) to (Substring((Entered chat string), 7, 150))
NamePlayer4
Events
Player - Player 7 (Green) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 7 (Green) to (Substring((Entered chat string), 7, 150))
namePlayer5
Events
Player - Player 10 (Light Blue) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 10 (Light Blue) to (Substring((Entered chat string), 7, 150))
NamePlayer6
Events
Player - Player 9 (Gray) types a chat message containing (Substring(-name , 1, 6)) as A substring
Conditions
Actions
Player - Set name of Player 9 (Gray) to (Substring((Entered chat string), 7, 150))
This trigger controls the quest menu.
QuestMenu
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Basic Info with the description |cff99b4d1All Units in this map have a weakness. Use strategy and watch your enemies forces closely to determine which units you need to counter theirs.|r |nYou recieve Currency and Buidling Materials every 30; you can increase your income by building factories. |nCommands: -name (enter string) , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Required quest titled Credits with the description |cff99b4d1Credits to the following people for models in game: Illidan(evil)x JB_McKnight Cavman SataX Kofi_banan Astaroth Zion epsilon HappyTauren qassamzed Nasrudin Kitabatake GraberMechanical Man Callahan Skrab Ket The_Silent communist orcMax666|r , using icon path ReplaceableTextures\CommandButtons\BTNStatUp.blp
Quest - Create a Required quest titled Contact Info with the description |cff99b4d1Email me suggestions, bugs, and ideas to [email protected] Alternatively you can find me online (US East) or on Hiveworkshop.com as PublishedShadow |r , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Optional quest titled Changelog with the description |cff99b4d1June 2013. Initial Release, Beta Version.|r , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Quest - Create a Optional quest titled Thanks Page with the description |cff99b4d1This page belongs to beta testers.|r , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Quest - Create a Optional quest titled Special Thanks with the description |cff99b4d1Special Thanks goes out to Hiveworkshop.com for being an awesome community for all these years.|r , using icon path ReplaceableTextures\CommandButtons\BTNScrollOfProtection.blp
This trigger controls the clock that shows the players' income interval in game.
Clock
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Start IncomeTimer as a Repeating timer that will expire in 30.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Countdown Timer - Show (Last created timer window)
Controls the Ending Victory/Defeat Cinematic
Explode
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Random point in Region_002 <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Random point in Region_002 <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Explode Copy
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Random point in Region_003 <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Random point in Region_003 <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
CommandCenterWest
Events
Unit - |cffdaa520Command Center|r 0000 <gen> Dies
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Game - Display to (All players) the text: The Western Alliance has fallen!
Trigger - Turn off Marines <gen>
Cinematic - Fade out over 15.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Trigger - Turn on Explode <gen>
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Pause (Picked unit))
Player Group - Pick every player in (All players) and do (.Apply without panning. gg_cam_Camera_001 for (Picked player) over 0 seconds)
Player Group - Pick every player in (All players) and do (Rotate camera 360.00 degrees around (Position of |cffdaa520Command Center|r 0000 <gen>) for (Picked player) over 10.00 seconds)
Wait 15.00 seconds
Game - Display to (All players) the text: Thanks for playing W.A.R; game will end shortly...
Wait 5.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
CommandCenterEast
Events
Unit - |cffdaa520Command Center|r 0003 <gen> Dies
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Game - Display to (All players) the text: The Eastern Alliance has fallen!
Cinematic - Fade out over 15.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Pause (Picked unit))
Trigger - Turn off Marines <gen>
Trigger - Turn on Explode_Copy <gen>
Player Group - Pick every player in (All players) and do (.Apply without panning. gg_cam_Camera_002 for (Picked player) over 0 seconds)
Player Group - Pick every player in (All players) and do (Rotate camera 360.00 degrees around (Position of |cffdaa520Command Center|r 0003 <gen>) for (Picked player) over 10.00 seconds)
Wait 15.00 seconds
Game - Display to (All players) the text: Thanks for playing W.A.R; game will end shortly...
Wait 5.00 seconds
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
StandardCamera
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Standard Camera
Actions
Camera - . Apply without panning . gg_cam_MainView for (Owner of (Casting unit)) over 0.00 seconds
ThirdPerson
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to 3rd Person Camera (Neutral Hostile 1), (Neutral Hostile)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) is an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Camera - . Apply without panning . gg_cam_3rd_Person_West for (Owner of (Casting unit)) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Camera - . Apply without panning . gg_cam_3rd_Person_East for (Owner of (Casting unit)) over 0 seconds
Else - Actions
Do nothing
SideView
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Side Camera (Neutral Hostile)
Actions
Camera - . Apply without panning . gg_cam_SideView for (Owner of (Casting unit)) over 0 seconds
ExtendedView
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Extended Camera
Actions
Camera - . Apply without panning . gg_cam_FarView for (Owner of (Casting unit)) over 0 seconds
Visibility
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across VisibilityTeam1 <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across VisibilityTeam1 <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across VisibilityTeam1 <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Visibility_Team2 <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Visibility_Team2 <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Visibility_Team2 <gen>
Visibility - Enable (Last created visibility modifier)
PanCamera
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Position of RespawnUnit[1]) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of RespawnUnit[2]) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of RespawnUnit[3]) over 0 seconds
Camera - Pan camera for Player 7 (Green) to (Position of RespawnUnit[7]) over 0 seconds
Camera - Pan camera for Player 9 (Gray) to (Position of RespawnUnit[9]) over 0 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of RespawnUnit[10]) over 0 seconds
Forward CommandEast
Events
Unit - |cff99b4d1Forward Command|r 0008 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: |cffb22222 EASTERN ALLIANCE FOWARD COMMAND HAS BEEN BREACHED!!|r
Cinematic - Ping minimap for (All players) at (Position of (Dying unit)) for 10.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
Forward CommandWest
Events
Unit - |cff99b4d1Forward Command|r 0009 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: |cffb22222 EASTERN ALLIANCE FOWARD COMMAND HAS BEEN BREACHED!!|r
Cinematic - Ping minimap for (All players) at (Position of (Dying unit)) for 10.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
TestGold
Events
Player - Player 1 (Red) types a chat message containing -lagtest (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 10000
Player - Set Player 1 (Red) . Current lumber to 1000
StartBuild
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Picked unit)) Equal to |cff6b8e23Engineer|r) and (((Owner of (Picked unit)) slot status) Equal to Is unused))) and do (Order (Picked unit) to build a Barracks at (Random point in VisibilityTeam1 <gen>))
Set Variable Set RandomNumber = (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RandomNumber Equal to 1
Then - Actions
Set Variable Set RandomBuild[1] = (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Player Group - Pick every player in Teams[1] and do (Actions)
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