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Triggers
World War 3 Islands .04.w3x
Variables
Initialization
Melee Initialization
Custom Initialization
Leave Game
Quest Menu
Ally and Unally
Unally
Ally
Vision
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
Default melee game initialization for all players
Melee Initialization
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 - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Custom Initialization
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Sound - Stop music Immediately
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
Or - Any (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Haunted Gold Mine
(Unit-type of (Picked unit)) Equal to Entangled Gold Mine
Then - Actions
Unit - Explode (Picked unit) .
Else - Actions
Wait 2.00 seconds
Game - Display to (All players) the text: |c00e4ac44World War 3 : Islands|r
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
((Picked unit) is A town-hall-type unit) Equal to True
Then - Actions
Sound - Play GromPissed2 <gen> at 100 % volume, attached to (Picked unit)
Else - Actions
Wait 1.50 seconds
Sound - Play Mainscreen <gen>
Game - Display to (All players) the text: |c00ff7b65Game Highlights:|r|c00fffc65-All Races Mine gold the same way. Working units (Peons, Peasants, Wisps, Acolytes) all go inside the mine, grab the gold, and return it to a Town Hall type unit.-You can buy new races at any shop on the map mix your races.-Air units cost food.-Goblin Zeppelins are constructed in 1st BarracksUse -Ally (Player Color) and -Unally (Player Color) commands, to change your status with a player. Use -Vision command to treat a player as an ally with Shared Vision.|r
Wait 2 seconds
Game - Display to (All players) the text: |c0080ff80*Refer to the Quest Menu for Help at any time|r
Leave Game
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
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
(Owner of (Picked unit)) Equal to (Triggering player)
Then - Actions
Unit - Explode (Picked unit) .
Else - Actions
Do nothing
Quest Menu
Events
Time - Elapsed game time is 0.06 seconds
Conditions
Actions
Quest - Create a Required quest titled Ally/Unally with the description ----Unally and Ally----To Unally a player simply type: -Unally (Player Color)Example: -Unally Light BlueTo Ally a player simply type: -Ally (Player Color)Example: -Ally Dark GreenTo treat an Ally as an Ally with Vision simply type: -Vision (Player Color)Example: -Vision RedPlayer Colors are:RedBlueTealPurpleYellowOrangeGreenPinkGrayLight BlueDark GreenBrown , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Required quest titled Winning with the description To play the victroy role in World War 3: Islands, you'd have to be the last one standing. The game plays like a regular Battle.Net Warcraft Game but has a lot more gold circulating and a lot more units being created. , using icon path ReplaceableTextures\CommandButtons\BTNPotionOfRestoration.blp
Quest - Create a Required quest titled About The Map with the description This map was made because World War Maps are just not big enough. The one's I would play would start you off so close to an enemy, that they could simply walk into your base after short unit producation and destroy you. This Map has been designed to make fast rushes impossible, and give all player the expansion room they need.By: 6Ragnarok9Protected?: Yes , using icon path ReplaceableTextures\CommandButtons\BTNAntiMagicShell.blp
Unally
Events
Player - Player 1 (Red) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 9 (Gray) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 10 (Light Blue) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 11 (Dark Green) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 12 (Brown) types a chat message containing -Unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Light Blue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Dark Green
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Unally Brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
Ally
Events
Player - Player 1 (Red) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 9 (Gray) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 10 (Light Blue) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 11 (Dark Green) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 12 (Brown) types a chat message containing -Ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Light Blue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Dark Green
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Ally Brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Else - Actions
Vision
Events
Player - Player 1 (Red) types a chat message containing -Vision (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Light Blue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Dark Green
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -Vision Brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
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