//===========================================================================
//
// RPG
//
// Warcraft III map script
// Generated by the Warcraft III World Editor
// Date: Mon Sep 12 06:37:39 2016
// Map Author: AshleyColton
//
//===========================================================================
//***************************************************************************
//*
//* Global Variables
//*
//***************************************************************************
globals
// User-defined
boolean udg_AmITheOnlyOnePlaying = false
timer udg_DungeonTimer = null
boolean array udg_AccessofPortal
// Generated
rect gg_rct_RegionFirstArea = null
rect gg_rct_RegionMaskedStartPoint = null
rect gg_rct_RegionStartCharacters = null
rect gg_rct_SHOP_Spawn_Location = null
rect gg_rct_TrainingGround1 = null
rect gg_rct_TrainingGround1_Portal = null
rect gg_rct_RegionStartMask = null
rect gg_rct_TrapToMap = null
rect gg_rct_TrapSpawnArea = null
rect gg_rct_Region_009 = null
rect gg_rct_Region_010 = null
rect gg_rct_Region_011 = null
rect gg_rct_Region_012 = null
rect gg_rct_Region_013 = null
camerasetup gg_cam_Camera_Startloc = null
sound gg_snd_Wintergatan = null
trigger gg_trg_RPG_Initialization = null
trigger gg_trg_Text_Tag = null
trigger gg_trg_Unit_Selection = null
trigger gg_trg_Anti_SP = null
trigger gg_trg_Enter_TG_2 = null
trigger gg_trg_EnterTrainingGround1 = null
trigger gg_trg_SpawnTrainingGround1 = null
trigger gg_trg_Enter_Trap1 = null
trigger gg_trg_SpawnMobAtTrap1 = null
trigger gg_trg_LeaveTrainingGround1 = null
trigger gg_trg_Trap_Enter_TrainingGround1 = null
trigger gg_trg_SpawnMobAtTrap2 = null
trigger gg_trg_SpawnMobAtTrap3 = null
trigger gg_trg_RandomGen1 = null
trigger gg_trg_Randomized_Portal_Loc = null
trigger gg_trg_TeleportonPortal = null
trigger gg_trg_PlayerDies = null
trigger gg_trg_Tiles = null
endglobals
function InitGlobals takes nothing returns nothing
local integer i = 0
set udg_AmITheOnlyOnePlaying = false
set udg_DungeonTimer = CreateTimer()
set i = 0
loop
exitwhen (i > 1)
set udg_AccessofPortal[i] = false
set i = i + 1
endloop
endfunction
//***************************************************************************
//*
//* Sounds
//*
//***************************************************************************
function InitSounds takes nothing returns nothing
set gg_snd_Wintergatan = CreateSound( "Wintergatan.mp3", true, false, false, 10, 10, "DefaultEAXON" )
call SetSoundDuration( gg_snd_Wintergatan, 234344 )
call SetSoundChannel( gg_snd_Wintergatan, 0 )
call SetSoundVolume( gg_snd_Wintergatan, 127 )
call SetSoundPitch( gg_snd_Wintergatan, 1.0 )
endfunction
//***************************************************************************
//*
//* Unit Creation
//*
//***************************************************************************
//===========================================================================
function CreateBuildingsForPlayer10 takes nothing returns nothing
local player p = Player(10)
local unit u
local integer unitID
local trigger t
local real life
set u = CreateUnit( p, 'n004', -13829.5, 12960.7, 32.521 )
set u = CreateUnit( p, 'n007', -13690.8, 12864.8, 81.521 )
set u = CreateUnit( p, 'n003', -13836.1, 13189.9, 342.059 )
set u = CreateUnit( p, 'n001', -13536.4, 13307.2, 258.110 )
set u = CreateUnit( p, 'n005', -13709.0, 13307.2, 284.456 )
set u = CreateUnit( p, 'n009', -13415.9, 13215.2, 148.056 )
set u = CreateUnit( p, 'n008', -13405.9, 12997.4, 206.978 )
set u = CreateUnit( p, 'n006', -13498.3, 12894.6, 117.645 )
endfunction
//===========================================================================
function CreatePlayerBuildings takes nothing returns nothing
call CreateBuildingsForPlayer10( )
endfunction
//===========================================================================
function CreatePlayerUnits takes nothing returns nothing
endfunction
//===========================================================================
function CreateAllUnits takes nothing returns nothing
call CreatePlayerBuildings( )
call CreatePlayerUnits( )
endfunction
//***************************************************************************
//*
//* Regions
//*
//***************************************************************************
function CreateRegions takes nothing returns nothing
local weathereffect we
set gg_rct_RegionFirstArea = Rect( -15264.0, 9280.0, -10432.0, 13952.0 )
set we = AddWeatherEffect( gg_rct_RegionFirstArea, 'MEds' )
call EnableWeatherEffect( we, true )
set gg_rct_RegionMaskedStartPoint = Rect( -16384.0, 9824.0, -9984.0, 16320.0 )
set gg_rct_RegionStartCharacters = Rect( -14816.0, 11968.0, -12448.0, 14176.0 )
set gg_rct_SHOP_Spawn_Location = Rect( -16096.0, 10656.0, -13600.0, 11840.0 )
set gg_rct_TrainingGround1 = Rect( -12384.0, 10656.0, -11264.0, 11840.0 )
set gg_rct_TrainingGround1_Portal = Rect( -14048.0, 10912.0, -13600.0, 11616.0 )
set gg_rct_RegionStartMask = Rect( -13664.0, 13024.0, -13632.0, 13056.0 )
set gg_rct_TrapToMap = Rect( -12896.0, 14336.0, -12800.0, 15200.0 )
set gg_rct_TrapSpawnArea = Rect( -16000.0, 14240.0, -12896.0, 15328.0 )
set gg_rct_Region_009 = Rect( -12064.0, 10656.0, -11680.0, 10720.0 )
set gg_rct_Region_010 = Rect( -11328.0, 11072.0, -11264.0, 11488.0 )
set gg_rct_Region_011 = Rect( -12032.0, 11776.0, -11648.0, 11840.0 )
set gg_rct_Region_012 = Rect( -12384.0, 11072.0, -12320.0, 11488.0 )
set gg_rct_Region_013 = Rect( -15808.0, 14752.0, -15776.0, 14784.0 )
endfunction
//***************************************************************************
//*
//* Cameras
//*
//***************************************************************************
function CreateCameras takes nothing returns nothing
set gg_cam_Camera_Startloc = CreateCameraSetup( )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_ZOFFSET, 30.0, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_ROTATION, 90.0, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_ANGLE_OF_ATTACK, 0.0, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_TARGET_DISTANCE, 931.4, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_ROLL, 0.0, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_FIELD_OF_VIEW, 70.0, 0.0 )
call CameraSetupSetField( gg_cam_Camera_Startloc, CAMERA_FIELD_FARZ, 5000.0, 0.0 )
call CameraSetupSetDestPosition( gg_cam_Camera_Startloc, -13453.8, 12717.3, 0.0 )
endfunction
//***************************************************************************
//*
//* Triggers
//*
//***************************************************************************
//===========================================================================
// Trigger: RPG Initialization
//
// Enable vision in start point
// play the music wintergatan
// set the sky to universe model
// set camera bount to start point
// locks any selected unit to unit's perspective
// text tag are beta
// VARIABLES to set stages, if 1 go to area 1 from trap, if 2 go to area 2..
//===========================================================================
function Trig_RPG_Initialization_Actions takes nothing returns nothing
call CreateLeaderboardBJ( GetPlayersAll(), "TRIGSTR_033" )
call CreateFogModifierRectBJ( true, Player(0), FOG_OF_WAR_VISIBLE, gg_rct_RegionStartCharacters )
call PlaySoundAtPointBJ( gg_snd_Wintergatan, 100, GetPlayerStartLocationLoc(Player(0)), 0 )
call SetSkyModel( "MoonySky.mdx" )
call SetCameraBoundsToRectForPlayerBJ( Player(0), gg_rct_RegionStartMask )
call SetCameraTargetControllerNoZForPlayer( Player(0), GetTriggerUnit(), 0, 0, true )
call SetTimeOfDay( 19.00 )
call UseTimeOfDayBJ( false )
endfunction
//===========================================================================
function InitTrig_RPG_Initialization takes nothing returns nothing
set gg_trg_RPG_Initialization = CreateTrigger( )
call TriggerAddAction( gg_trg_RPG_Initialization, function Trig_RPG_Initialization_Actions )
endfunction
//===========================================================================
// Trigger: Text Tag
//===========================================================================
function Trig_Text_Tag_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) == true ) ) then
return false
endif
return true
endfunction
function Trig_Text_Tag_Actions takes nothing returns nothing
call CreateTextTagUnitBJ( GetUnitName(GetFilterUnit()), GetFilterUnit(), 0, 24.00, 100, 100, 100, 60.00 )
call CreateTextTagLocBJ( "TRIGSTR_035", Location(15200.00, 11540.00), 0, 10, 100, 100, 100, 0 )
call ShowTextTagForceBJ( true, GetLastCreatedTextTag(), GetPlayersAll() )
endfunction
//===========================================================================
function InitTrig_Text_Tag takes nothing returns nothing
set gg_trg_Text_Tag = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Text_Tag, 0.00 )
call TriggerAddCondition( gg_trg_Text_Tag, Condition( function Trig_Text_Tag_Conditions ) )
call TriggerAddAction( gg_trg_Text_Tag, function Trig_Text_Tag_Actions )
endfunction
//===========================================================================
// Trigger: Unit Selection
//
// any player selects a unit, if target= true then add unit to player
// conditions:
// region start point has the selected unit
// number of units in region owned by red = 0, cant have more than 1 characters
// selected unit must be a structure(in actions)
// actions:
// creates the unit, at the new location
// lock camera to last created unit
//===========================================================================
function Trig_Unit_Selection_Conditions takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(gg_rct_RegionFirstArea, Player(0))) == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Unit_Selection_Func002001 takes nothing returns boolean
return ( IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) == true )
endfunction
function Trig_Unit_Selection_Actions takes nothing returns nothing
if ( Trig_Unit_Selection_Func002001() ) then
call CreateNUnitsAtLoc( 1, String2UnitIdBJ(UnitId2StringBJ(GetUnitTypeId(GetTriggerUnit()))), Player(0), Location(-15000.00, 11200.00), bj_UNIT_FACING )
else
call DoNothing( )
endif
call SetCameraBoundsToRectForPlayerBJ( Player(0), gg_rct_SHOP_Spawn_Location )
call SetCameraTargetControllerNoZForPlayer( Player(0), GetLastCreatedUnit(), 0, 0, false )
call FogModifierStop( GetLastCreatedFogModifier() )
endfunction
//===========================================================================
function InitTrig_Unit_Selection takes nothing returns nothing
set gg_trg_Unit_Selection = CreateTrigger( )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Unit_Selection, Player(0), true )
call TriggerAddCondition( gg_trg_Unit_Selection, Condition( function Trig_Unit_Selection_Conditions ) )
call TriggerAddAction( gg_trg_Unit_Selection, function Trig_Unit_Selection_Actions )
endfunction
//===========================================================================
// Trigger: EnterTrainingGround1
//
// --working--
// Unit enter TG1 portal
// Move to TG1
// Camerabound to TG1
// Camera on unit from red
// Start DungeonTimer Countdown to be expelled from dungeon
//===========================================================================
function Trig_EnterTrainingGround1_Actions takes nothing returns nothing
call SetUnitPositionLoc( GetTriggerUnit(), GetRectCenter(gg_rct_TrainingGround1) )
call SetCameraBoundsToRectForPlayerBJ( Player(0), gg_rct_TrainingGround1 )
call SetCameraTargetControllerNoZForPlayer( Player(0), GroupPickRandomUnit(GetUnitsInRectOfPlayer(gg_rct_TrainingGround1, Player(0))), 0, 0, false )
call StartTimerBJ( udg_DungeonTimer, false, 600.00 )
endfunction
//===========================================================================
function InitTrig_EnterTrainingGround1 takes nothing returns nothing
set gg_trg_EnterTrainingGround1 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_EnterTrainingGround1, gg_rct_TrainingGround1_Portal )
call TriggerAddAction( gg_trg_EnterTrainingGround1, function Trig_EnterTrainingGround1_Actions )
endfunction
//===========================================================================
// Trigger: SpawnTrainingGround1
//
// works
//===========================================================================
function Trig_SpawnTrainingGround1_Conditions takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectAll(gg_rct_TrainingGround1)) <= 15 ) ) then
return false
endif
if (not (CountUnitsInGroup(GetUnitsInRectAll(gg_rct_TrainingGround1)) > 0)) then
return false
endif
return true
endfunction
function Trig_SpawnTrainingGround1_Actions takes nothing returns nothing
call TriggerRegisterTimerEventPeriodic( GetTriggeringTrigger(), 5.00 )
call CreateNUnitsAtLoc( 1, 'hfoo', Player(11), GetRandomLocInRect(gg_rct_TrainingGround1), bj_UNIT_FACING )
endfunction
function InitTrig_SpawnTrainingGround1 takes nothing returns nothing
set gg_trg_SpawnTrainingGround1 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_SpawnTrainingGround1, gg_rct_TrainingGround1 )
call TriggerAddCondition( gg_trg_SpawnTrainingGround1, Condition( function Trig_SpawnTrainingGround1_Conditions ) )
call TriggerAddAction( gg_trg_SpawnTrainingGround1, function Trig_SpawnTrainingGround1_Actions )
endfunction
//===========================================================================
// Trigger: SpawnMobAtTrap1
//
// need condition unit is hero, to prevent mob units entering next map
//===========================================================================
function Trig_SpawnMobAtTrap1_Conditions takes nothing returns boolean
if ( not ( RectContainsUnit(gg_rct_TrapSpawnArea, GetEnteringUnit()) == true ) ) then
return false
endif
return true
endfunction
function Trig_SpawnMobAtTrap1_Actions takes nothing returns nothing
call CreateNUnitsAtLoc( 1, 'hfoo', Player(11), GetRandomLocInRect(gg_rct_TrapSpawnArea), bj_UNIT_FACING )
endfunction
//===========================================================================
function InitTrig_SpawnMobAtTrap1 takes nothing returns nothing
set gg_trg_SpawnMobAtTrap1 = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_SpawnMobAtTrap1, 0.50 )
call TriggerAddCondition( gg_trg_SpawnMobAtTrap1, Condition( function Trig_SpawnMobAtTrap1_Conditions ) )
call TriggerAddAction( gg_trg_SpawnMobAtTrap1, function Trig_SpawnMobAtTrap1_Actions )
endfunction
//===========================================================================
// Trigger: LeaveTrainingGround1
//
// if leave region, destroy the timer
// destroy units
//===========================================================================
function Trig_LeaveTrainingGround1_Actions takes nothing returns nothing
call DisableTrigger( gg_trg_SpawnMobAtTrap1 )
endfunction
//===========================================================================
function InitTrig_LeaveTrainingGround1 takes nothing returns nothing
set gg_trg_LeaveTrainingGround1 = CreateTrigger( )
call TriggerRegisterLeaveRectSimple( gg_trg_LeaveTrainingGround1, gg_rct_TrainingGround1 )
call TriggerAddAction( gg_trg_LeaveTrainingGround1, function Trig_LeaveTrainingGround1_Actions )
endfunction
//===========================================================================
// Trigger: Trap Enter TrainingGround1
//
// //working
//===========================================================================
function Trig_Trap_Enter_TrainingGround1_Actions takes nothing returns nothing
call SetUnitPositionLoc( GetTriggerUnit(), GetRectCenter(gg_rct_TrainingGround1) )
endfunction
//===========================================================================
function InitTrig_Trap_Enter_TrainingGround1 takes nothing returns nothing
set gg_trg_Trap_Enter_TrainingGround1 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Trap_Enter_TrainingGround1, gg_rct_TrapToMap )
call TriggerAddAction( gg_trg_Trap_Enter_TrainingGround1, function Trig_Trap_Enter_TrainingGround1_Actions )
endfunction
//===========================================================================
// Trigger: PlayerDies
//
// if player dies kick player
//===========================================================================
function Trig_PlayerDies_Actions takes nothing returns nothing
endfunction
//===========================================================================
function InitTrig_PlayerDies takes nothing returns nothing
set gg_trg_PlayerDies = CreateTrigger( )
call TriggerAddAction( gg_trg_PlayerDies, function Trig_PlayerDies_Actions )
endfunction
//===========================================================================
// Trigger: Tiles
//===========================================================================
function Trig_Tiles_Actions takes nothing returns nothing
call SetTerrainTypeBJ( GetRectCenter(GetPlayableMapRect()), 'Ldrt', -1, 5, 0 )
endfunction
//===========================================================================
function InitTrig_Tiles takes nothing returns nothing
set gg_trg_Tiles = CreateTrigger( )
call TriggerAddAction( gg_trg_Tiles, function Trig_Tiles_Actions )
endfunction
//===========================================================================
function InitCustomTriggers takes nothing returns nothing
call InitTrig_RPG_Initialization( )
call InitTrig_Text_Tag( )
call InitTrig_Unit_Selection( )
call InitTrig_EnterTrainingGround1( )
call InitTrig_SpawnTrainingGround1( )
call InitTrig_SpawnMobAtTrap1( )
call InitTrig_LeaveTrainingGround1( )
call InitTrig_Trap_Enter_TrainingGround1( )
call InitTrig_PlayerDies( )
call InitTrig_Tiles( )
endfunction
//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
call ConditionalTriggerExecute( gg_trg_RPG_Initialization )
call ConditionalTriggerExecute( gg_trg_Tiles )
endfunction
//***************************************************************************
//*
//* Players
//*
//***************************************************************************
function InitCustomPlayerSlots takes nothing returns nothing
// Player 0
call SetPlayerStartLocation( Player(0), 0 )
call ForcePlayerStartLocation( Player(0), 0 )
call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(0), false )
call SetPlayerController( Player(0), MAP_CONTROL_USER )
// Player 1
call SetPlayerStartLocation( Player(1), 1 )
call ForcePlayerStartLocation( Player(1), 1 )
call SetPlayerColor( Player(1), ConvertPlayerColor(1) )
call SetPlayerRacePreference( Player(1), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(1), false )
call SetPlayerController( Player(1), MAP_CONTROL_USER )
// Player 2
call SetPlayerStartLocation( Player(2), 2 )
call ForcePlayerStartLocation( Player(2), 2 )
call SetPlayerColor( Player(2), ConvertPlayerColor(2) )
call SetPlayerRacePreference( Player(2), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(2), false )
call SetPlayerController( Player(2), MAP_CONTROL_USER )
// Player 3
call SetPlayerStartLocation( Player(3), 3 )
call ForcePlayerStartLocation( Player(3), 3 )
call SetPlayerColor( Player(3), ConvertPlayerColor(3) )
call SetPlayerRacePreference( Player(3), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(3), false )
call SetPlayerController( Player(3), MAP_CONTROL_USER )
// Player 4
call SetPlayerStartLocation( Player(4), 4 )
call ForcePlayerStartLocation( Player(4), 4 )
call SetPlayerColor( Player(4), ConvertPlayerColor(4) )
call SetPlayerRacePreference( Player(4), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(4), false )
call SetPlayerController( Player(4), MAP_CONTROL_USER )
// Player 5
call SetPlayerStartLocation( Player(5), 5 )
call ForcePlayerStartLocation( Player(5), 5 )
call SetPlayerColor( Player(5), ConvertPlayerColor(5) )
call SetPlayerRacePreference( Player(5), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(5), false )
call SetPlayerController( Player(5), MAP_CONTROL_USER )
// Player 6
call SetPlayerStartLocation( Player(6), 6 )
call ForcePlayerStartLocation( Player(6), 6 )
call SetPlayerColor( Player(6), ConvertPlayerColor(6) )
call SetPlayerRacePreference( Player(6), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(6), false )
call SetPlayerController( Player(6), MAP_CONTROL_USER )
// Player 7
call SetPlayerStartLocation( Player(7), 7 )
call ForcePlayerStartLocation( Player(7), 7 )
call SetPlayerColor( Player(7), ConvertPlayerColor(7) )
call SetPlayerRacePreference( Player(7), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(7), false )
call SetPlayerController( Player(7), MAP_CONTROL_USER )
// Player 8
call SetPlayerStartLocation( Player(8), 8 )
call ForcePlayerStartLocation( Player(8), 8 )
call SetPlayerColor( Player(8), ConvertPlayerColor(8) )
call SetPlayerRacePreference( Player(8), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(8), false )
call SetPlayerController( Player(8), MAP_CONTROL_USER )
// Player 9
call SetPlayerStartLocation( Player(9), 9 )
call ForcePlayerStartLocation( Player(9), 9 )
call SetPlayerColor( Player(9), ConvertPlayerColor(9) )
call SetPlayerRacePreference( Player(9), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(9), false )
call SetPlayerController( Player(9), MAP_CONTROL_USER )
// Player 10
call SetPlayerStartLocation( Player(10), 10 )
call ForcePlayerStartLocation( Player(10), 10 )
call SetPlayerColor( Player(10), ConvertPlayerColor(10) )
call SetPlayerRacePreference( Player(10), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(10), false )
call SetPlayerController( Player(10), MAP_CONTROL_NEUTRAL )
// Player 11
call SetPlayerStartLocation( Player(11), 11 )
call ForcePlayerStartLocation( Player(11), 11 )
call SetPlayerColor( Player(11), ConvertPlayerColor(11) )
call SetPlayerRacePreference( Player(11), RACE_PREF_NIGHTELF )
call SetPlayerRaceSelectable( Player(11), false )
call SetPlayerController( Player(11), MAP_CONTROL_COMPUTER )
endfunction
function InitCustomTeams takes nothing returns nothing
// Force: TRIGSTR_016
call SetPlayerTeam( Player(0), 0 )
call SetPlayerTeam( Player(1), 0 )
call SetPlayerTeam( Player(2), 0 )
call SetPlayerTeam( Player(3), 0 )
call SetPlayerTeam( Player(4), 0 )
call SetPlayerTeam( Player(5), 0 )
call SetPlayerTeam( Player(6), 0 )
call SetPlayerTeam( Player(7), 0 )
call SetPlayerTeam( Player(8), 0 )
call SetPlayerTeam( Player(9), 0 )
// Allied
call SetPlayerAllianceStateAllyBJ( Player(0), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(8), true )
// Shared Vision
call SetPlayerAllianceStateVisionBJ( Player(0), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(8), true )
// Force: TRIGSTR_019
call SetPlayerTeam( Player(11), 1 )
// Force: TRIGSTR_023
call SetPlayerTeam( Player(10), 2 )
endfunction
function InitAllyPriorities takes nothing returns nothing
call SetStartLocPrioCount( 0, 9 )
call SetStartLocPrio( 0, 0, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 1, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 2, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 3, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 4, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 1, 9 )
call SetStartLocPrio( 1, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 1, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 2, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 3, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 4, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 2, 9 )
call SetStartLocPrio( 2, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 2, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 3, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 4, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 3, 9 )
call SetStartLocPrio( 3, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 3, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 4, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 4, 9 )
call SetStartLocPrio( 4, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 4, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 4, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 5, 9 )
call SetStartLocPrio( 5, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 4, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 5, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 6, 9 )
call SetStartLocPrio( 6, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 4, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 5, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 6, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 7, 9 )
call SetStartLocPrio( 7, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 4, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 5, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 6, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 7, 8, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 8, 9 )
call SetStartLocPrio( 8, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 4, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 5, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 6, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 7, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 8, 9, MAP_LOC_PRIO_HIGH )
call SetStartLocPrioCount( 9, 9 )
call SetStartLocPrio( 9, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 2, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 3, 3, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 4, 4, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 5, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 6, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 7, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 9, 8, 8, MAP_LOC_PRIO_HIGH )
endfunction
//***************************************************************************
//*
//* Main Initialization
//*
//***************************************************************************
//===========================================================================
function main takes nothing returns nothing
call SetCameraBounds( -16128.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -15872.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 16000.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 15360.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -16128.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 15360.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 16000.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -15872.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
call NewSoundEnvironment( "Default" )
call SetAmbientDaySound( "NorthrendDay" )
call SetAmbientNightSound( "NorthrendNight" )
call SetMapMusic( "Music", true, 0 )
call InitSounds( )
call CreateRegions( )
call CreateCameras( )
call CreateAllUnits( )
call InitBlizzard( )
call InitGlobals( )
call InitCustomTriggers( )
call RunInitializationTriggers( )
endfunction
//***************************************************************************
//*
//* Map Configuration
//*
//***************************************************************************
function config takes nothing returns nothing
call SetMapName( "TRIGSTR_003" )
call SetMapDescription( "TRIGSTR_005" )
call SetPlayers( 12 )
call SetTeams( 12 )
call SetGamePlacement( MAP_PLACEMENT_TEAMS_TOGETHER )
call DefineStartLocation( 0, -13632.0, 12992.0 )
call DefineStartLocation( 1, -13632.0, 12992.0 )
call DefineStartLocation( 2, -13632.0, 12992.0 )
call DefineStartLocation( 3, -13632.0, 12992.0 )
call DefineStartLocation( 4, -13632.0, 12992.0 )
call DefineStartLocation( 5, -13632.0, 12992.0 )
call DefineStartLocation( 6, -13632.0, 12992.0 )
call DefineStartLocation( 7, -13632.0, 12992.0 )
call DefineStartLocation( 8, -13632.0, 12992.0 )
call DefineStartLocation( 9, -13632.0, 12992.0 )
call DefineStartLocation( 10, 1280.0, -6400.0 )
call DefineStartLocation( 11, 12416.0, -3776.0 )
// Player setup
call InitCustomPlayerSlots( )
call InitCustomTeams( )
call InitAllyPriorities( )
endfunction