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Level 77
Oct 6, 2004
Variables are places to store small amounts of data so you can use them later. They can for example be used for storing a players kill-counts, a players name, a type of unit, text-strings and dialogs.

Creating a variable
Most variables are made in the Variable Editor. To specify exactely how you want your variable you will have to set a type, a name, and a value.

The type of the variable forms which data is stored in it. An integer is only numbers, a string is only text. Putting them together can mess up the game if you don't do it right.

The name of the variable doesn't have to be anything specific. It's just a short string that helps you remember which variable stores what.

The value of the variable is obvious, it's the value. If the variable is a Unit-Type then you will be able to set it to a unit-type. If it's an Integer, then set it to an integer.
The value can be set in the Variable Editor to a value but you can also just keep it as the default and then set the variable by triggers.


Boolean variables
Boolean variables can only store 2 different values: true or false. Boolean variables are mostly used in conditions like this:
Player1AutoBankingOn Equal to True

Arraying variables
Arrays are very useful to store many things in one variable. You can set the amount of arrays in the variable. I'd recommend just setting it to 9999 in the Variable Editor cause then yuo will have less problems trying to reach a high array.
To access the different values in the variable we use the variable[#] tag. So in our following example, Fruits[1] is Apples.

Let's use most unoriginal example. The one with fruits.
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Fruits[1] = Apples
      • Set FruitsAmount[1] = 30
      • Set Fruits[2] = Pears
      • Set FruitsAmount[2] = 43
      • Set Fruits[3] = Bananas
      • Set FruitsAmount[3] = 6
      • Set Fruits[4] = Mangos
      • Set FruitsAmount[4] = 8
Then we can make a trigger that tells you these data:
  • Untitled Trigger 002
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (Fruits[1] + (: + (String(FruitsAmount[1]))))
This trigger will output:
Apples: 30

We could also make our trigger by using the For Each Integer function:
  • Untitled Trigger 002
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Game - Display to (All players) the text: (Fruits[(Integer A)] + (: + (String(FruitsAmount[(Integer A)])))))
What it does is that it counts from 1 to 4 and each time it replaces the A with the number it has counted. So if it has counted to 1, A will be 1, if it has counted to 2, A will be 2.

The following function does the same as the previous function, it's just faster and better.
  • Untitled Trigger 002
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (Fruits[1] + (: + (String(FruitsAmount[1]))))
      • Game - Display to (All players) the text: (Fruits[2] + (: + (String(FruitsAmount[2]))))
      • Game - Display to (All players) the text: (Fruits[3] + (: + (String(FruitsAmount[3]))))
      • Game - Display to (All players) the text: (Fruits[4] + (: + (String(FruitsAmount[4]))))

Using variables
Now.. What should I do with them?
Here is a few examples of what practical stuff you could use them for:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
A kill counter that each time a unit dies, it sets Kills[playernumber of owner of killing unit] and adds 1 to its value.

Then we can make a leaderboard with that:
  • Untitled Trigger 002
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Leaderboard - Create a leaderboard for (All players) titled Kills
      • Player Group - Pick every player in (All players) and do (Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value Kills[(Player number of (Picked player))])
This one sets up our leaderboard for all players.

  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
      • Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kills[(Player number of (Owner of (Killing unit)))]
This one is our Unit Dies thing again. This time I added the Leaderboard thing which updates the persons kill-count.

Common variable types
Integer - Stores a whole number, and does not accept decimal points.
Real - Stores a floating point number, or a number with decimal points.
String - Stores a group of characters, or line of text.
Ability - Stores a type of ability, like Windwalk or Bloodlust.
Boolean - Stores a true or false statement.
Buff - Stores an type of buff, like slow or poision.
Camera - Object Stores a pre-placed camera object on your map.
Destructable - Stores a particular destructable, either pre-placed or created.
Destructable Type - Stores a type of destructable.
Defeat Condition - Can store the last defeat condition that you created.
Dialog - Can store the last dialog box that you created.
Dialog Button - Can store the last dialog button that you created.
Floating Text - Can store the last floating text that you created.
Game Cache - Can store the last came cache that you created.
Game Speed - Stores a a game speed value, either the current speed or another value.
Item - Stores a particular item that already exists in the map.
Item Class - Stores the class of an item.
Item Type - Stores the type of an item.
Leaderboard - Can store the last leaderboard you created. Handy for showing & hiding a leaderboard, or changing its values.
Multiboard - Can store the last multiboard you created.
Order Stores a unit order, like Attack or Hide.
Player - References a particular player.
Player Color - Stores a player color value, like red.
Player Group - Stores a group of players to be used again.
Point - Stores a X,Y coordinate on the map.
Quest - Stores the last quest you created.
Quest Requirement - Stores the last quest requirement you created.
Race - Stores a race, like Human or Night Elf.
Region - References a particular region on the map.
Sound - References a sound that you have used or imported, in the sound manager.
Special Effect - Stores the last special effect you created. Most commonly used for removing them.
Tech Type - Stores a type of research or upgrade.
Terrain Deformation - Stores the last terrain deformation you created.
Timer - Used for creating timers. Every timer has a timer variable. This stores the timers value.
Timer Window - Stores the last timer window you created. Good for using multiple timer windows.
Trigger - References a particular trigger in your map.
Unit - Stores a particular, single unit on your map.
Unit Group - Stores a group of units. Later then you can use it to refere to that whole group.
Unit Type - Stores a particular type of unit, like Footman or Sorceress.
Visibility Modifier - Stores the last visibiliy modifier you created.
Weather Effect - Stores the last weather effect you created.
Last edited by a moderator:
Level 5
Mar 26, 2020
What if I want to make a unit type (in my case: Sapphiron(living), able to be built from the Boneyard) to exist only one at a time (like the Mothership in SCII)?

P/s: Pardon my English if there is any mistake.
^ this, i want to know too~