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Triggers
Worlds War 4.w3x
Variables
Crystals
Untitled Trigger 005
Untitled Trigger 003
Quests
Untitled Trigger 001
Team Share
Untitled Trigger 002
Untitled Trigger 002 Copy
Untitled Trigger 002 Copy 2
Untitled Trigger 002 Copy 3
Untitled Trigger 002 Copy 3 Copy
Untitled Trigger 002 Copy 3 Copy Copy
Super weapon
Untitled Trigger 004
Anti tower
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
Untitled Trigger 005
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 5000 to (Picked player) . Current lumber
Untitled Trigger 003
Events
Time - Every 39.21 seconds of game time
Conditions
Actions
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_001 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_002 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_003 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_004 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_005 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_006 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_007 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Random point in Region_008 <gen>) facing (Random angle) with scale 1 and variation 0
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: If you are new, Make sure to go to the quest menu. Do this or loose due to not knowing about the unit balencing.
Quest - Create a Required quest titled I see your playing with the description Hi, and thanks for playing my game. It has a lot of stratigie to it and I hope you read further. , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Quest - Create a Optional quest titled Infantry with the description The infantry are pawns for a good army. Basic Marines are normaly used for scouting. They can be massed, but massing it is only good vs. Comandos. Comands, on the other hand, are a very good unit for short attacks,and being targets for an invasion. If you are any good at all at WC3 you will notice the "rocket Pack" ability. It is very good vs. any infantry and if it is used, run away, used, run away, ect . . . It can easily take out a turrent. It is also good for having in your army for targets, and just to use spells. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Optional quest titled Tanks with the description The tanks are very good for straight on attacks. You'r hover tank is the best unit in the game for this. It just cost a lot. It can shoot further than a turrent, it has splash damage, and it can fly over cracks in the earth. It just gets torn up by artilery. It has the spell "Rocket Burst" which can obliverate and structure it can fire at, it can just only fire once. Now you'r Scout tank is the best unit for scouting, can carry infantry, and is worth putting in your army as basic fighters. It is the fastest unit in the game and is worth the price. , using icon path UI\Minimap\MinimapIconCreepLoc2.blp
Quest - Create a Optional quest titled Defences with the description The basic defences can tear up infantry if they do a direct assult. Turrents are mainly what does this. They have alot of health and fire fast (for the damage they do). Anything in range should die soon. But he can be massed and be killed. Flank Cannons are the anti-Hovertank. They can deal loads of damage to any unit outside of the turrents range. They just have a really long reload time and can't fire close (no matter how much you need it). ALL TOWERS CAN SEE INVISIBLE UNITS. , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Quest - Create a Optional quest titled Super weapons with the description Super weapons can be used to deal mass damage in an area, give sight in an area, or to obliverate every tower on the map. Pritty usfull. There is only really one super weapon building. It just takes a long time to use it's powers. When it gets enough mana (that is the time) it may use a super power. The costs vary. And when you get one, it will be announced to the world and they will see it's current possion. , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Quest - Create a Required quest titled Other with the description At the begining of the game build at least 6-8 Space Drones. This wil help you get money faster. Once you have a base set up you can build more (recomended).Hero: AmbusherThe Ambusher is a very good unit for dealing lots of damage and killing a unit or two in an ambush. It is just really expencive. If it is leveled up it will kill even a hovering tank or two in a weak army. Make sure to have one of these built at the beggining of the game. , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Quest - Create a Required quest titled resources with the description When you play it is importand to clam the biggest crystal fields. it will aver you a lot of trouble later. It will also give you more bases for quicker attacks. Make sure you do this. Also, crystals grow in the center most fields. Controling those is really importand. , using icon path ReplaceableTextures\WorldEditUI\Editor-ItemSet.blp
Untitled Trigger 002
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Untitled Trigger 002 Copy
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Untitled Trigger 002 Copy 2
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Untitled Trigger 002 Copy 3
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Untitled Trigger 002 Copy 3 Copy
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Untitled Trigger 002 Copy 3 Copy Copy
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Untitled Trigger 004
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Super tower
Actions
Cinematic - Ping minimap for (All players) at (Position of (Constructed structure)) for 20.00 seconds, using a Warning ping of color ( 100 %, 0.00 %, 0.00 %)
Game - Display to (All players) for 20.00 seconds the text: A super weapon has been compleated!
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility from (Position of (Constructed structure)) to a radius of 512 .
Anti tower
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Anti tower
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
((Unit-type of (Picked unit)) Equal to Turrent) or ((Unit-type of (Picked unit)) Equal to Flank Cannon)
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