Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Zerg Rush v2.00.w3x
Variables
Spawn
Unit Spawn 8 Seconds
Unit Spawn 4 Seconds
Player1 Middle Spawn Enter
Player1 Top Spawn Enter
Player2 Middle Spawn Enter
Player2 Bottom Spawn Enter
Player3 Middle Spawn Enter
Player3 Top Spawn Enter
Player4 Middle Spawn Enter
Player4 Bottom Spawn Enter
GoldNLumber
Player1
Player2
Player3
Player4
Player1 FM
Player3 FM
Player2 FM
Player4 FM
Debug
DebugTeam1 Top
DebugTeam1 Middle
DebugTeam1 Bottom
DebugTeam2 Top
DebugTeam2 Middle
DebugTeam2 Bottom
Misc
CameraSet
Changelogs
Leaderboard
Visibility
Shared Control
Player 1 Leaver Shared Unit Control
Player 2 Leaver Shared Unit Control
Player 3 Leaver Shared Unit Control
Player 4 Leaver Shared Unit Control
Unused Slot Shared Unit Control
Computer Slot Shared Unit Control
GameModes
Default
Default1
Lives
Fastmode
GamemodeAnnouce
Ability Limiter
Player1 Abilities
Player2 Abilities
Player3 Abilities
Player4 Abilities
Ability Limiter
Lost Life
Team1 Life Lost
Team2 Life Lost
Versions prior to v2.00 were protected.
This map is not protected, I have done this because it is a small map i made to learn more about the world editor and i would like to think that by not protecting this map i am helping someone learn about the world editor.
You are free to make changes to this map, i would ask that you credit the me as the original author and not try to pass it off as your own work, entirely anyway.
Name
Type
is_array
initial_value
AbilityUpgrades
integer
Yes
Leaderboard
leaderboard
No
Lives
integer
Yes
60
Spawns Zerglings at each region, sets facing direction and also adds food every 8 seconds
Unit Spawn 8 Seconds
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn2 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn3 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1MiddleSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1MiddleSpawn2 <gen>) facing 0.00 degrees
Player - Add 5 to Player 1 (Red) . Food used
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn2 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn3 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2MiddleSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2MiddleSpawn2 <gen>) facing 0.00 degrees
Player - Add 5 to Player 2 (Blue) . Food used
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn2 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn3 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3MiddleSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3MiddleSpawn2 <gen>) facing 160.00 degrees
Player - Add 5 to Player 3 (Teal) . Food used
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn2 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn3 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4MiddleSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4MiddleSpawn2 <gen>) facing 160.00 degrees
Player - Add 5 to Player 4 (Purple) . Food used
Spawns Zerglings at each region, sets facing direction and also adds food every 4 seconds
Unit Spawn 4 Seconds
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn2 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1TopSpawn3 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1MiddleSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 1 (Red) at (Center of Player1MiddleSpawn2 <gen>) facing 0.00 degrees
Player - Add 5 to Player 1 (Red) . Food used
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn2 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2BottomSpawn3 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2MiddleSpawn1 <gen>) facing 0.00 degrees
Unit - Create 1 . Zergling for Player 2 (Blue) at (Center of Player2MiddleSpawn2 <gen>) facing 0.00 degrees
Player - Add 5 to Player 2 (Blue) . Food used
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn2 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3TopSpawn3 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3MiddleSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 3 (Teal) at (Center of Player3MiddleSpawn2 <gen>) facing 160.00 degrees
Player - Add 5 to Player 3 (Teal) . Food used
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn2 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4BottomSpawn3 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4MiddleSpawn1 <gen>) facing 160.00 degrees
Unit - Create 1 . Zergling for Player 4 (Purple) at (Center of Player4MiddleSpawn2 <gen>) facing 160.00 degrees
Player - Add 5 to Player 4 (Purple) . Food used
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player1 Middle Spawn Enter
Events
Unit - A unit enters Player1MiddleSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 1 (Red))
Actions
Unit - Change ownership of (Entering unit) to Player 9 (Gray) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaMiddle <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player1 Top Spawn Enter
Events
Unit - A unit enters Player1TopSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 1 (Red))
Actions
Unit - Change ownership of (Entering unit) to Player 9 (Gray) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaTop <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player2 Middle Spawn Enter
Events
Unit - A unit enters Player2MiddleSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 2 (Blue))
Actions
Unit - Change ownership of (Entering unit) to Player 10 (Light Blue) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaMiddle <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player2 Bottom Spawn Enter
Events
Unit - A unit enters Player2BottomSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 2 (Blue))
Actions
Unit - Change ownership of (Entering unit) to Player 10 (Light Blue) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaBottom <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player3 Middle Spawn Enter
Events
Unit - A unit enters Player3MiddleSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 3 (Teal))
Actions
Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaMiddle <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player3 Top Spawn Enter
Events
Unit - A unit enters Player3TopSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 3 (Teal))
Actions
Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaTop <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player4 Middle Spawn Enter
Events
Unit - A unit enters Player4MiddleSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 4 (Purple))
Actions
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaMiddle <gen>)
These triggers change the ownership of spawned zerglings to either Player 9 or 10 for Team 1 and either Player 10 or 11 for Team 2. they also order then to attack move to the region on the other end of the lane.
Player4 Bottom Spawn Enter
Events
Unit - A unit enters Player4BottomSpawn <gen>
Conditions
((Unit-type of (Entering unit)) Equal to Zergling) and ((Owner of (Entering unit)) Equal to Player 4 (Purple))
Actions
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Change color
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaBottom <gen>)
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player1
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 1 to Player 1 (Red) . Current lumber
Player - Add -1 to Player 1 (Red) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player2
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 10 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 2 (Blue) . Current lumber
Player - Add -1 to Player 2 (Blue) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player3
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 1 to Player 3 (Teal) . Current lumber
Player - Add -1 to Player 3 (Teal) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player4
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 1 to Player 4 (Purple) . Current lumber
Player - Add -1 to Player 4 (Purple) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player1 FM
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 1 to Player 1 (Red) . Current lumber
Player - Add -1 to Player 1 (Red) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player3 FM
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 20 to Player 3 (Teal) . Current gold
Player - Add 1 to Player 3 (Teal) . Current lumber
Player - Add -1 to Player 3 (Teal) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player2 FM
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 20 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 2 (Blue) . Current lumber
Player - Add -1 to Player 2 (Blue) . Food used
These triggers add to a players Current Gold/Lumber and Food whenever a Zergling is killed.
Player4 FM
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Zergling
Actions
Player - Add 20 to Player 4 (Purple) . Current gold
Player - Add 1 to Player 4 (Purple) . Current lumber
Player - Add -1 to Player 4 (Purple) . Food used
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam1 Top
Events
Unit - A unit enters Team1DebugTop <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaTop <gen>)
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam1 Middle
Events
Unit - A unit enters Team1DebugMiddle <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaMiddle <gen>)
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam1 Bottom
Events
Unit - A unit enters Team1DebugBottom <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team2LifeAreaBottom <gen>)
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam2 Top
Events
Unit - A unit enters Team2DebugTop <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Entering unit)) Equal to Player 12 (Brown))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaTop <gen>)
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam2 Middle
Events
Unit - A unit enters Team2DebugMiddle <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Entering unit)) Equal to Player 12 (Brown))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaMiddle <gen>)
These triggers will make any zergling that comes back to the region that it was spawned in to attack move back to the end region.
DebugTeam2 Bottom
Events
Unit - A unit enters Team2DebugBottom <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Entering unit)) Equal to Player 12 (Brown))
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Team1LifeAreaBottom <gen>)
Trigger that resets the camera distance when it is changed
CameraSet
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player)'s camera Distance to target to 2300.00 over 0.05 seconds)
Sets up changelogs in the quest dialog.
Changelogs
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Quest - Create a Required quest titled v1.55 - Changelog with the description - Added Forum info and changelog , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled v1.61 - Changelog with the description - Increased map size- Zerg spawn every 8 seconds, up from 4 seconds- Increased gold cost on all end game upgrades- Decreased stat gain for early game tower upgrades and increased stat game for end game tower upgrades- Added one more level to end game zergling upgrades- Decreased range on Zerg Death tower to 700 down from 900- Increased the cost of the Zergling Hive Mind and Zerg Annihilator Tower- Added eye candy to lanes- Changed some unit models- Decreased zergling Health by 50, down from 100 , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled v1.81 - Changelog with the description - Zerg Hive Mind now cost 2000 down from 2500.- Zerg Annihilator Tower now cost 1000 down from 1500.- Slight change to Tower upgrade tooltips.- Made it so if a Player leaves the other player gains control of their units.- Made it so if a Player slot is used by a computer or is unused then the other player gains control of their units.- Added Fast Mode option.- Fixed Upkeep indicator Showing up. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled v2.00 - Changelog with the description - Fixed constant defeat/victory message at end of game.- Fixed game not actually ending at the end.- Fixed amount of lives on leaderboard not changing for each gamemode.- Fixed Zerg Towers multishot having 1 more projectile than it should.- Increased base damage of both zerg towers by 10.- Increased base range of death towers by 200.- Zerg hives now have a splash atttack instead of bounce attack.- Slight changes to fast mode.- Stopped Zerg spawning at end of game.- Moved tower upgrades over to the towers.- Other Minor Changes. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Creates and sets up the leaderboard.
Leaderboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Zerg Rush v1.81 ---- Lives
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label West Team Lives: and value Lives[1]
Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label East Team Lives: and value Lives[2]
Leaderboard - Sort (Last created leaderboard) by Player in Ascending order
Leaderboard - Show (Last created leaderboard)
Makes it so all players have vision of the entirety of the center area.
Visibility
Events
Map initialization
Conditions
Actions
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 across Visibility <gen>
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Player 1 Leaver Shared Unit Control
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Player 2 Leaver Shared Unit Control
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Player 3 Leaver Shared Unit Control
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Player 4 Leaver Shared Unit Control
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Unused Slot Shared Unit Control
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Then - Actions
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Then - Actions
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Then - Actions
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
Else - Actions
Do nothing
These triggers make it so each player can control their allys units whenever the need to arises. (1v1, Player Leaves, etc)
Computer Slot Shared Unit Control
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
Else - Actions
Do nothing
This trigger will make it so the gamemodes used can not be changed after 30 seconds.
Default
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn off Lives <gen>
Trigger - Turn off Fastmode <gen>
This trigger will make it so the gamemodes used can not be changed after 30 seconds.
Default1
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn on Unit_Spawn_8_Seconds <gen>
Trigger that sets the amount of lives each team has, also changes the leaderboard to reflect this.
Lives
Events
Player - Player 1 (Red) types a chat message containing -40 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -80 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -40
Then - Actions
Set Variable Set Lives[1] = "40"
Set Variable Set Lives[2] = "40"
Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has Chosen 40 Lives.)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to Lives[1]
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to Lives[2]
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -80
Then - Actions
Set Variable Set Lives[1] = "80"
Set Variable Set Lives[2] = "80"
Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has Chosen 80 Lives.)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to Lives[1]
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to Lives[2]
Trigger - Turn off (This trigger)
Else - Actions
Trigger that sets up fast mode.
Fastmode
Events
Player - Player 1 (Red) types a chat message containing -fm (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -fastmode (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + has activated Fast Mode)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 2000)
Trigger - Turn on Unit_Spawn_4_Seconds <gen>
Trigger - Turn off Unit_Spawn_8_Seconds <gen>
Trigger - Turn off Ability_Limiter <gen>
Trigger - Turn on Player1_FM <gen>
Trigger - Turn on Player2_FM <gen>
Trigger - Turn on Player3_FM <gen>
Trigger - Turn on Player4_FM <gen>
Trigger - Turn off Player1 <gen>
Trigger - Turn off Player2 <gen>
Trigger - Turn off Player3 <gen>
Trigger - Turn off Player4 <gen>
Trigger - Turn off Default1 <gen>
Unit - Replace Scout Tower 0048 <gen> with a Speed Aura Tower using The new unit's default life and mana
Unit - Replace Scout Tower 0049 <gen> with a Speed Aura Tower using The new unit's default life and mana
Unit - Replace Scout Tower 0050 <gen> with a Speed Aura Tower using The new unit's default life and mana
Unit - Replace Scout Tower 0051 <gen> with a Speed Aura Tower using The new unit's default life and mana
Unit - Replace Scout Tower 0052 <gen> with a Speed Aura Tower using The new unit's default life and mana
Unit - Replace Scout Tower 0053 <gen> with a Speed Aura Tower using The new unit's default life and mana
Trigger - Turn off (This trigger)
Sends a game message to all players telling them that Player 1 has 30 seconds to choose gamemodes.
Also sends 3 separate game messages to Player 1 telling them about the gamemodes and there respective commands.
GamemodeAnnouce
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: ((Name of Player 1 (Red)) + Has 30 seconds to choose what game modes will be used.)
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: Lives are set at 60 as default, you may change this by using the below commands.
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: 40 Life Game: Type -40
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: 80 Life Game: Type -80
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: Fast Mode: Type -fm or -fastmode. Decreased zerg spawn time. All players get 2000 gold. Zergs have 50% increased movespeed. No zerg ability limit and 20 gold when one your your zerglings die.
Trigger that sets how many abilities the players zerglings have.
Is effectively deactivated when fast mode is activated. (Only the Ability Limiter Trigger is turned off)
Player1 Abilities
Events
Unit - A unit owned by Player 1 (Red) . Finishes research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R005 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R004 (Unexpected type: 'techcode')
Actions
Set Variable Set AbilityUpgrades[1] = (AbilityUpgrades[1] + 1)
Trigger that sets how many abilities the players zerglings have.
Is effectively deactivated when fast mode is activated. (Only the Ability Limiter Trigger is turned off)
Player2 Abilities
Events
Unit - A unit owned by Player 2 (Blue) . Finishes research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R005 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R004 (Unexpected type: 'techcode')
Actions
Set Variable Set AbilityUpgrades[2] = (AbilityUpgrades[2] + 1)
Trigger that sets how many abilities the players zerglings have.
Is effectively deactivated when fast mode is activated. (Only the Ability Limiter Trigger is turned off)
Player3 Abilities
Events
Unit - A unit owned by Player 3 (Teal) . Finishes research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R005 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R004 (Unexpected type: 'techcode')
Actions
Set Variable Set AbilityUpgrades[3] = (AbilityUpgrades[3] + 1)
Trigger that sets how many abilities the players zerglings have.
Is effectively deactivated when fast mode is activated. (Only the Ability Limiter Trigger is turned off)
Player4 Abilities
Events
Unit - A unit owned by Player 4 (Purple) . Finishes research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R005 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R004 (Unexpected type: 'techcode')
Actions
Set Variable Set AbilityUpgrades[4] = (AbilityUpgrades[4] + 1)
Trigger that limits the amount of abilities each player can have.
Turned off when fast mode is activated.
Ability Limiter
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityUpgrades[1] Equal to 2
Then - Actions
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for Player 1 (Red)
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for Player 1 (Red)
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for Player 1 (Red)
Player - Set the max research level of R004 (Unexpected type: 'techcode') to 0 for Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityUpgrades[2] Equal to 2
Then - Actions
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for Player 2 (Blue)
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for Player 2 (Blue)
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for Player 2 (Blue)
Player - Set the max research level of R004 (Unexpected type: 'techcode') to 0 for Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityUpgrades[3] Equal to 2
Then - Actions
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for Player 3 (Teal)
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for Player 3 (Teal)
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for Player 3 (Teal)
Player - Set the max research level of R004 (Unexpected type: 'techcode') to 0 for Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityUpgrades[4] Equal to 2
Then - Actions
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for Player 4 (Purple)
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for Player 4 (Purple)
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for Player 4 (Purple)
Player - Set the max research level of R004 (Unexpected type: 'techcode') to 0 for Player 4 (Purple)
Else - Actions
Trigger that decreases the lives of team 1, changes the leaderboard to reflect this and also ends the game when team 1 lives hit 0.
Team1 Life Lost
Events
Unit - A unit enters Team1LifeAreaTop <gen>
Unit - A unit enters Team1LifeAreaMiddle <gen>
Unit - A unit enters Team1LifeAreaBottom <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Zergling
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Entering unit)) Equal to Player 12 (Brown))
Actions
Unit - Explode (Entering unit) .
Set Variable Set Lives[1] = (Lives[1] - 1)
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to Lives[1]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Lives[1] Equal to 0
Then - Actions
Trigger - Turn off Unit_Spawn_4_Seconds <gen>
Trigger - Turn off Unit_Spawn_8_Seconds <gen>
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + ( and + ((Name of Player 2 (Blue)) + have lost the game.)))
Game - Display to (All players) the text: The game will end in 60 seconds.
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 across (Entire map)
Wait 60.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Else - Actions
Trigger that decreases the lives of team 2, changes the leaderboard to reflect this and also ends the game when team 2 lives hit 0.
Team2 Life Lost
Events
Unit - A unit enters Team2LifeAreaTop <gen>
Unit - A unit enters Team2LifeAreaMiddle <gen>
Unit - A unit enters Team2LifeAreaBottom <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Zergling
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
Actions
Unit - Explode (Entering unit) .
Set Variable Set Lives[2] = (Lives[2] - 1)
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to Lives[2]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Lives[2] Equal to 0
Then - Actions
Trigger - Turn off Unit_Spawn_4_Seconds <gen>
Trigger - Turn off Unit_Spawn_8_Seconds <gen>
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + ( and + ((Name of Player 4 (Purple)) + have lost the game.)))
Game - Display to (All players) the text: The game will end in 60 seconds.
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 across (Entire map)
Wait 60.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.