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Triggers
Siege V1.0.w3x
Variables
Initialization
Map Initialization
Quests Menu
Choose Class
MechSouth
MechNorth
TankSouth
TankNorth
InfantrySouth
InfantryNorth
EngineerSouth
EngineerNorth
MedicSouth
MedicNorth
SpecOpsSouth
SpecOpsNorth
SupplyCommanderSouth
SupplyCommanderNorth
Set Variables Heros
HeroP1
HeroP2
HeroP3
HeroP4
HeroP5
HeroP6
HeroP7
HeroP8
HeroP9
HeroP10
Mortars
North
PeriodicNorthMortars
South
PeriodicSourthMortars
SpawnsSouth
InfantryBasic1
InfantryBasic1Upgrade
InfantryBasic2
InfantryBasic2Upgrade
Heavy1
Heavy2
Stop Spawning
Despawn1Infantry
Despawn2Infantry
Despawn1Heavy
Despawn2Heavy
AntiSpawner1Infantry
AntiSpawner2Infantry
AntiSpawner1Heavy
AntiSpawner2Heavy
SpawnsNorth
InfantryBasic3
InfantryBasic3Upgrade
InfantryBasic4
InfantryBasic4Upgrade
Heavy3
Heavy4
Stop Spawning
Despawn3Infantry
Despawn4Infantry
Despawn3Heavy
Despawn4Heavy
AntiSpawner3Infantry
AntiSpawner4Infantry
AntiSpawner3Heavy
AntiSpawner4Heavy
BaseInfaltrate
AttackGeneral1
AttackGeneral2
AttackGeneral3
AttackGeneral4
Elevators
South Elevators
Elevator1
Elevator2
Elevator3
Elevator4
Elevator5
Elevator6
North Elevators
Elevator7
Elevator8
Elevator9
Elevator10
Elevator11
Elevator12
ReviveSouth
Player1
Player2
Player3
Player4
Player5
ReviveNorth
Player6
Player7
Player8
Player9
Player10
Supply Crates
RecurringSupplys
ReturnSuppliesSouth
ReturnSuppliesNorth
Bounty
Bounty
Victory/Defeat
GeneralNorthDies
GeneralSouthDies
Economy
IntervalGold
Food Cap
Southern Food Cap
SouthernForcesTurnOff1
SouthernForcesTurnOn1
SouthernForcesTurnOff2
SouthernForcesTurnOn2
Northern Food Cap
NorthernForcesTurnOff1
NorthernForcesTurnOn1
NorthernForcesTurnOff2
NorthernForcesTurnOn2
Nuke
MarkerSouth
MarkerNorth
LeaderBoard
InitiateLeaderboard
Player1Kills
Player2Kills
Player3Kills
Player4Kills
Player5Kills
Player6Kills
Player7Kills
Player8Kills
Player9Kills
Player10Kills
Southern Forces
Northern Forces
PlayerLeave
PlayerLeave1
PlayerLeave2
PlayerLeave3
PlayerLeave4
PlayerLeave5
PlayerLeave6
PlayerLeave7
PlayerLeave8
PlayerLeave9
PlayerLeave10
UpgradesSouth
Improved Guns
Improved Guns South1
Improved Guns South2
Improved Guns South3
Improved Guns South4
Improved Guns South5
Improved Guns South6
Improved Guns South7
Improved Guns South8
Improved Guns South9
Improved Guns South10
Improved Guns South11
Improved Guns South12
Improved Guns South13
Improved Guns South14
Improved Guns South15
Improved Guns South16
Improved Guns South17
Improved Guns South18
Improved Guns South19
Improved Guns South20
Improved Artillery
Improved Artillery South1
Improved Artillery South2
Improved Artillery South3
Improved Artillery South4
Improved Artillery South5
Improved Artillery South6
Improved Artillery South7
Improved Artillery South8
Improved Artillery South9
Improved Artillery South10
Plating
Plating South1
Plating South2
Plating South3
Plating South4
Plating South5
Upgrade Infantry
SouthUpgrade
UpgradesNorth
Improved Guns
Improved Guns North1
Improved Guns North2
Improved Guns North3
Improved Guns North4
Improved Guns North5
Improved Guns North6
Improved Guns North7
Improved Guns North8
Improved Guns North9
Improved Guns North10
Improved Guns North11
Improved Guns North12
Improved Guns North13
Improved Guns North14
Improved Guns North15
Improved Guns North16
Improved Guns North17
Improved Guns North18
Improved Guns North19
Improved Guns North20
Improved Artillery
Improved Artillery North1
Improved Artillery North2
Improved Artillery North3
Improved Artillery North4
Improved Artillery North5
Improved Artillery North6
Improved Artillery North7
Improved Artillery North8
Improved Artillery North9
Improved Artillery North10
Plating
Plating North1
Plating North2
Plating North3
Plating North4
Plating North5
Upgrade Infantry
NorthUpgrade
Air Strike From North
Purchase1
AS1Mortar1
AS1Mortar2
AS1Mortar3
AS1Mortar4
AS1Mortar5
AS1Mortar6
EndAS1
Air Strike From South
Purchase2
AS2Mortar1
AS2Mortar2
AS2Mortar3
AS2Mortar4
AS2Mortar5
AS2Mortar6
EndAS2
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
Bomber
unit
Yes
Hero
unit
Yes
LeaderBoardMain
leaderboard
No
North_Players
force
No
PlayerKills
integer
Yes
South_Players
force
No
SupplyCrates
integer
No
Map Initialization
Events
Map initialization
Conditions
Actions
-------- Southern Doors --------
Destructible - Open City Entrance 0013 <gen>
Destructible - Open Gate 0017 <gen>
Destructible - Open City Entrance 0012 <gen>
Destructible - Open Gate 0016 <gen>
Destructible - Open City Entrance 0014 <gen>
Destructible - Open Gate 0015 <gen>
Destructible - Open City Entrance 0018 <gen>
Destructible - Open City Entrance 0019 <gen>
Destructible - Open City Entrance 0020 <gen>
-------- Northern Doors --------
Destructible - Open City Entrance 0066 <gen>
Destructible - Open Gate 0067 <gen>
Destructible - Open City Entrance 0062 <gen>
Destructible - Open Gate 0063 <gen>
Destructible - Open City Entrance 0064 <gen>
Destructible - Open Gate 0065 <gen>
Destructible - Open City Entrance 0069 <gen>
Destructible - Open City Entrance 0068 <gen>
Destructible - Open City Entrance 0070 <gen>
Hero - Make Player 1 (Red) Heroes gain 35.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 35.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 35.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 35.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 35.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 35.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 35.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 35.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 35.00 % experience from future kills
Hero - Make Player 9 (Gray) Heroes gain 35.00 % experience from future kills
Hero - Make Player 10 (Light Blue) Heroes gain 35.00 % experience from future kills
Hero - Make Player 11 (Dark Green) Heroes gain 35.00 % experience from future kills
Hero - Make Player 12 (Brown) Heroes gain 35.00 % experience from future kills
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Enemy
Player Group - Add Player 1 (Red) to South_Players
Player Group - Add Player 2 (Blue) to South_Players
Player Group - Add Player 3 (Teal) to South_Players
Player Group - Add Player 4 (Purple) to South_Players
Player Group - Add Player 5 (Yellow) to South_Players
Player Group - Add Player 6 (Orange) to North_Players
Player Group - Add Player 7 (Green) to North_Players
Player Group - Add Player 8 (Pink) to North_Players
Player Group - Add Player 9 (Gray) to North_Players
Player Group - Add Player 10 (Light Blue) to North_Players
Unit - Pause Silo 0058 <gen>
Unit - Pause Silo 0059 <gen>
Quest - Display to (All players) the Hint message: |c00FF0000Hint- |rYou can use the Elevators near the gates to get up to Mortar Cannons and Snipers in an enemies base. Or you can use them in your own to get a better advantage when your walls are under siege.
Wait 30.00 seconds
Quest - Display to (All players) the Hint message: |c00FF0000Hint- |rBecarefull on the battlefield! Mortars are set up that will destroy anything that comes near its position. And becarefull in the center, units move randomly to reach their destination of attack.
Quests Menu
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled |c00939195Siege V1.0|r with the description Thank you for playing |c00939195Siege!|r-This current version is 1.0 [Release Version]-Future additions to the map are planned.-Created by Xsilver07 , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollGreen.blp
Quest - Create a Optional quest titled |c00939195Upgrades|r with the description Upgrading your forces is |c00939195100% Necessary|r to winning, or else you will be stuck in an eternal battle in the center.-To upgrade your forces bring supply crates to your supply drop-off in town.-Each supply crate gives 5 supplies to your forces.-When a certain amount is reached an upgrade will be researched.-Upgrades are consistent of the following: Improved Guns-Upgrades infantry damage. Improved Artillery-Upgrades Mech/Tank/Bomber damage, and Mortar damage. Plating-Upgrades Mech/Tank/Mortar Armor/Hit-Points. Upgrade Infantry-Spawns 5 extra infantry per interval. (1000 gold and all other upgrades needed to research this.) , using icon path ReplaceableTextures\PassiveButtons\PASBTNDemolish.blp
Quest - Create a Optional quest titled |c00939195Scenario|r with the description Your objective? Take over the enemies base and claim it for your own. Sounds easy? Well it definitely isn't. As each side upgrades it becomes increasingly harder to even fight on the battlefield. And approaching an enemies base being blasted by mortars and snipers isn't to easy either. So what can you do? Use your smarts. Upgrade your forces, plan out nuke strikes, air strikes. And eventually blow through their gates and take out the enemies general. , using icon path ReplaceableTextures\CommandButtons\BTNFireRocks.blp
MechSouth
Events
Unit - A unit enters Mech <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Mech for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
MechNorth
Events
Unit - A unit enters Mech <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Mech for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
TankSouth
Events
Unit - A unit enters Tank <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Tank for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
TankNorth
Events
Unit - A unit enters Tank <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Tank for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
InfantrySouth
Events
Unit - A unit enters Infantry <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Infantry for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
InfantryNorth
Events
Unit - A unit enters Infantry <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Infantry for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
EngineerSouth
Events
Unit - A unit enters Engineer <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Engineer for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
EngineerNorth
Events
Unit - A unit enters Engineer <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Engineer for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
MedicSouth
Events
Unit - A unit enters Medic <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Medic for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
MedicNorth
Events
Unit - A unit enters Medic <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Medic for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
SpecOpsSouth
Events
Unit - A unit enters Spec_Ops <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Spec. Ops for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
SpecOpsNorth
Events
Unit - A unit enters Spec_Ops <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Spec. Ops for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
SupplyCommanderSouth
Events
Unit - A unit enters Supply_Commander <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Create 1 . Supply Commander for (Owner of (Entering unit)) at (Center of StartAreaSouth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
SupplyCommanderNorth
Events
Unit - A unit enters Supply_Commander <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Create 1 . Supply Commander for (Owner of (Entering unit)) at (Center of StartAreaNorth <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
HeroP1
Events
Unit - A unit enters StartAreaSouth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Set Variable Set Hero[1] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP2
Events
Unit - A unit enters StartAreaSouth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Set Variable Set Hero[2] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP3
Events
Unit - A unit enters StartAreaSouth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Set Variable Set Hero[3] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP4
Events
Unit - A unit enters StartAreaSouth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Set Variable Set Hero[4] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP5
Events
Unit - A unit enters StartAreaSouth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Actions
Set Variable Set Hero[5] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP6
Events
Unit - A unit enters StartAreaNorth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Set Variable Set Hero[6] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP7
Events
Unit - A unit enters StartAreaNorth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 7 (Green)
Actions
Set Variable Set Hero[7] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP8
Events
Unit - A unit enters StartAreaNorth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 8 (Pink)
Actions
Set Variable Set Hero[8] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP9
Events
Unit - A unit enters StartAreaNorth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Set Variable Set Hero[9] = (Entering unit)
Trigger - Turn off (This trigger)
HeroP10
Events
Unit - A unit enters StartAreaNorth <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Set Variable Set Hero[10] = (Entering unit)
Trigger - Turn off (This trigger)
PeriodicNorthMortars
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Mortar 0042 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0041 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0037 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0038 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0039 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0040 <gen> to Attack Ground . (Random point in BattleField <gen>)
PeriodicSourthMortars
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Mortar 0019 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0018 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0014 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0015 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0016 <gen> to Attack Ground . (Random point in BattleField <gen>)
Unit - Order Mortar 0017 <gen> to Attack Ground . (Random point in BattleField <gen>)
InfantryBasic1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 10 . Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
InfantryBasic1Upgrade
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 15 . Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
InfantryBasic2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 10 . Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
InfantryBasic2Upgrade
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 15 . Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 11 (Dark Green) at (Center of InfantrySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Heavy1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Tank for Player 11 (Dark Green) at (Center of HeavySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 1 . Mech for Player 11 (Dark Green) at (Center of HeavySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Havock Bomber for Player 11 (Dark Green) at (Center of HeavySpawnSouth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Heavy2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Tank for Player 11 (Dark Green) at (Center of HeavySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 1 . Mech for Player 11 (Dark Green) at (Center of HeavySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Unit - Create 2 . Havock Bomber for Player 11 (Dark Green) at (Center of HeavySpawnSouth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnSouth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in NorthernBase <gen>))
Despawn1Infantry
Events
Unit - Barracks 0031 <gen> Dies
Conditions
Actions
Trigger - Turn off InfantryBasic1 <gen>
Trigger - Turn off InfantryBasic1Upgrade <gen>
Trigger - Turn on AntiSpawner1Infantry <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn2Infantry
Events
Unit - Barracks 0032 <gen> Dies
Conditions
Actions
Trigger - Turn off InfantryBasic2 <gen>
Trigger - Turn off InfantryBasic2Upgrade <gen>
Trigger - Turn on AntiSpawner2Infantry <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn1Heavy
Events
Unit - Machinery 0033 <gen> Dies
Conditions
Actions
Trigger - Turn off Heavy1 <gen>
Trigger - Turn on AntiSpawner1Heavy <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn2Heavy
Events
Unit - Machinery 0034 <gen> Dies
Conditions
Actions
Trigger - Turn off Heavy2 <gen>
Trigger - Turn on AntiSpawner2Heavy <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
AntiSpawner1Infantry
Events
Unit - A unit enters InfantrySpawnSouth1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner2Infantry
Events
Unit - A unit enters InfantrySpawnSouth2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner1Heavy
Events
Unit - A unit enters HeavySpawnSouth1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner2Heavy
Events
Unit - A unit enters HeavySpawnSouth2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Remove (Entering unit) from the game
InfantryBasic3
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 10 . Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
InfantryBasic3Upgrade
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 15 . Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
InfantryBasic4
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 10 . Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
InfantryBasic4Upgrade
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 15 . Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 5 . Heavy Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Special Infantry for Player 12 (Brown) at (Center of InfantrySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in InfantrySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Heavy3
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Tank for Player 12 (Brown) at (Center of HeavySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 1 . Mech for Player 12 (Brown) at (Center of HeavySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Havock Bomber for Player 12 (Brown) at (Center of HeavySpawnNorth1 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Heavy4
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Tank for Player 12 (Brown) at (Center of HeavySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 1 . Mech for Player 12 (Brown) at (Center of HeavySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Unit - Create 2 . Havock Bomber for Player 12 (Brown) at (Center of HeavySpawnNorth2 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in HeavySpawnNorth2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Random point in SouthernBase <gen>))
Despawn3Infantry
Events
Unit - Barracks 0011 <gen> Dies
Conditions
Actions
Trigger - Turn off InfantryBasic3 <gen>
Trigger - Turn off InfantryBasic3Upgrade <gen>
Trigger - Turn on AntiSpawner3Infantry <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn4Infantry
Events
Unit - Barracks 0055 <gen> Dies
Conditions
Actions
Trigger - Turn off InfantryBasic4 <gen>
Trigger - Turn off InfantryBasic4Upgrade <gen>
Trigger - Turn on AntiSpawner4Infantry <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn3Heavy
Events
Unit - Machinery 0057 <gen> Dies
Conditions
Actions
Trigger - Turn off Heavy3 <gen>
Trigger - Turn on AntiSpawner3Heavy <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
Despawn4Heavy
Events
Unit - Machinery 0056 <gen> Dies
Conditions
Actions
Trigger - Turn off Heavy4 <gen>
Trigger - Turn on AntiSpawner4Heavy <gen>
Wait 0.50 seconds
Trigger - Turn off (This trigger)
AntiSpawner3Infantry
Events
Unit - A unit enters InfantrySpawnNorth1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner4Infantry
Events
Unit - A unit enters InfantrySpawnNorth2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner3Heavy
Events
Unit - A unit enters HeavySpawnNorth1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Remove (Entering unit) from the game
AntiSpawner4Heavy
Events
Unit - A unit enters HeavySpawnNorth2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Remove (Entering unit) from the game
AttackGeneral1
Events
Unit - A unit enters SouthernBase <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Bomber
Actions
Game - Display to Player Group - Player 1 (Red) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 2 (Blue) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 3 (Teal) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 4 (Purple) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 5 (Yellow) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
AttackGeneral2
Events
Unit - A unit enters NorthernBase <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Entering unit)) Not equal to Bomber
Actions
Game - Display to Player Group - Player 6 (Orange) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 7 (Green) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 8 (Pink) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 9 (Gray) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
Game - Display to Player Group - Player 10 (Light Blue) the text: |c00FF0000WARNING!|r-Enemy units are infaltrating your base!
AttackGeneral3
Events
Unit - A unit enters SouthernBase <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Bomber
Actions
Unit - Order (Entering unit) to Attack-Move To . (Random point in GeneralsRoomSouth <gen>)
AttackGeneral4
Events
Unit - A unit enters NorthernBase <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Entering unit)) Not equal to Bomber
Actions
Unit - Order (Entering unit) to Attack-Move To . (Random point in GeneralsRoomNorth <gen>)
Elevator1
Events
Unit - A unit enters SouthElevator1 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0002 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0002 <gen> to 1
Elevator2
Events
Unit - A unit enters SouthElevator2 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0003 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0003 <gen> to 1
Elevator3
Events
Unit - A unit enters SouthElevator3 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0000 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0000 <gen> to 1
Elevator4
Events
Unit - A unit enters SouthElevator4 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0001 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0001 <gen> to 1
Elevator5
Events
Unit - A unit enters SouthElevator5 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0004 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0004 <gen> to 1
Elevator6
Events
Unit - A unit enters SouthElevator6 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0005 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0005 <gen> to 1
Elevator7
Events
Unit - A unit enters NorthElevator1 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0008 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0008 <gen> to 1
Elevator8
Events
Unit - A unit enters NorthElevator2 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0009 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0009 <gen> to 1
Elevator9
Events
Unit - A unit enters NorthElevator3 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0006 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0006 <gen> to 1
Elevator10
Events
Unit - A unit enters NorthElevator4 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0007 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0007 <gen> to 1
Elevator11
Events
Unit - A unit enters NorthElevator5 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0011 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0011 <gen> to 1
Elevator12
Events
Unit - A unit enters NorthElevator6 <gen>
Conditions
Actions
Wait 0.20 seconds
Destructible - Set height of Elevator 0010 <gen> to 3
Wait 6.00 seconds
Destructible - Set height of Elevator 0010 <gen> to 1
Player1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Hero[1] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 1 (Red) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of StartAreaSouth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[1] at (Center of StartAreaSouth <gen>) , Show revival graphics
Player2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
Hero[2] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 2 (Blue) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of StartAreaSouth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[2] at (Center of StartAreaSouth <gen>) , Show revival graphics
Player3
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
Hero[3] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 3 (Teal) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of StartAreaSouth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[3] at (Center of StartAreaSouth <gen>) , Show revival graphics
Player4
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
Hero[4] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 4 (Purple) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of StartAreaSouth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[4] at (Center of StartAreaSouth <gen>) , Show revival graphics
Player5
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Hero[5] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 5 (Yellow) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of StartAreaSouth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[5] at (Center of StartAreaSouth <gen>) , Show revival graphics
Player6
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
Hero[6] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 6 (Orange) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of SupplyReturnNorth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[6] at (Center of StartAreaNorth <gen>) , Show revival graphics
Player7
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
Hero[7] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 7 (Green) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of SupplyReturnNorth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[7] at (Center of StartAreaNorth <gen>) , Show revival graphics
Player8
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
Hero[8] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 8 (Pink) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of SupplyReturnNorth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[8] at (Center of StartAreaNorth <gen>) , Show revival graphics
Player9
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
Hero[9] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 9 (Gray) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of SupplyReturnNorth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[9] at (Center of StartAreaNorth <gen>) , Show revival graphics
Player10
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
Hero[10] Equal to (Dying unit)
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Game - Display to Player Group - Player 10 (Light Blue) the text: |c00FF0000Revive In:|r 30 Seconds.
Wait 30.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of SupplyReturnNorth <gen>) over 0.01 seconds
Hero - Instantly revive Hero[10] at (Center of StartAreaNorth <gen>) , Show revival graphics
RecurringSupplys
Events
Time - Every 10.00 seconds of game time
Conditions
SupplyCrates Less than 50
Actions
Item - Create Supply Crate at (Random point in BattleField <gen>)
Set Variable Set SupplyCrates = (SupplyCrates + 1)
ReturnSuppliesSouth
Events
Unit - A unit enters SupplyReturnSouth <gen>
Conditions
(Item-type of (Item carried by (Entering unit) of type Supply Crate)) Equal to Supply Crate
Actions
Item - Remove (Item carried by (Entering unit) of type Supply Crate)
Set Variable Set SupplyCrates = (SupplyCrates - 1)
Player - Add 5 to Player 11 (Dark Green) . Current lumber
ReturnSuppliesNorth
Events
Unit - A unit enters SupplyReturnNorth <gen>
Conditions
(Item-type of (Item carried by (Entering unit) of type Supply Crate)) Equal to Supply Crate
Actions
Item - Remove (Item carried by (Entering unit) of type Supply Crate)
Set Variable Set SupplyCrates = (SupplyCrates - 1)
Player - Add 5 to Player 12 (Brown) . Current lumber
Bounty
Events
Unit - A unit Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
GeneralNorthDies
Events
Unit - General 0043 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
GeneralSouthDies
Events
Unit - General 0022 <gen> Dies
Conditions
Actions
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
IntervalGold
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Player - Add 25 to Player 1 (Red) . Current gold
Player - Add 25 to Player 2 (Blue) . Current gold
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 25 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 8 (Pink) . Current gold
Player - Add 25 to Player 9 (Gray) . Current gold
Player - Add 25 to Player 10 (Light Blue) . Current gold
SouthernForcesTurnOff1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Food used) Greater than or equal to 120
Actions
Trigger - Turn off InfantryBasic1 <gen>
Trigger - Turn off InfantryBasic2 <gen>
Trigger - Turn off Heavy1 <gen>
Trigger - Turn off Heavy2 <gen>
SouthernForcesTurnOn1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Food used) Less than 120
Actions
Wait 10.00 seconds
Trigger - Turn on InfantryBasic1 <gen>
Trigger - Turn on InfantryBasic2 <gen>
Trigger - Turn on Heavy1 <gen>
Trigger - Turn on Heavy2 <gen>
SouthernForcesTurnOff2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Food used) Greater than or equal to 120
Actions
Trigger - Turn off InfantryBasic1Upgrade <gen>
Trigger - Turn off InfantryBasic2Upgrade <gen>
Trigger - Turn off Heavy1 <gen>
Trigger - Turn off Heavy2 <gen>
SouthernForcesTurnOn2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Food used) Less than 120
Actions
Wait 10.00 seconds
Trigger - Turn on InfantryBasic1Upgrade <gen>
Trigger - Turn on InfantryBasic2Upgrade <gen>
Trigger - Turn on Heavy1 <gen>
Trigger - Turn on Heavy2 <gen>
NorthernForcesTurnOff1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Food used) Greater than or equal to 120
Actions
Trigger - Turn off InfantryBasic3 <gen>
Trigger - Turn off InfantryBasic4 <gen>
Trigger - Turn off Heavy3 <gen>
Trigger - Turn off Heavy4 <gen>
NorthernForcesTurnOn1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Food used) Less than 120
Actions
Wait 10.00 seconds
Trigger - Turn on InfantryBasic3 <gen>
Trigger - Turn on InfantryBasic4 <gen>
Trigger - Turn on Heavy3 <gen>
Trigger - Turn on Heavy4 <gen>
NorthernForcesTurnOff2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Food used) Greater than or equal to 120
Actions
Trigger - Turn off InfantryBasic3Upgrade <gen>
Trigger - Turn off InfantryBasic4Upgrade <gen>
Trigger - Turn off Heavy3 <gen>
Trigger - Turn off Heavy4 <gen>
NorthernForcesTurnOn2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Food used) Less than 120
Actions
Wait 10.00 seconds
Trigger - Turn on InfantryBasic3Upgrade <gen>
Trigger - Turn on InfantryBasic4Upgrade <gen>
Trigger - Turn on Heavy3 <gen>
Trigger - Turn on Heavy4 <gen>
MarkerSouth
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Pin Position
(Owner of (Casting unit)) Not equal to Player 6 (Orange)
(Owner of (Casting unit)) Not equal to Player 7 (Green)
(Owner of (Casting unit)) Not equal to Player 8 (Pink)
(Owner of (Casting unit)) Not equal to Player 9 (Gray)
(Owner of (Casting unit)) Not equal to Player 10 (Light Blue)
Actions
Unit - Unpause Silo 0058 <gen>
Unit - Order Silo 0058 <gen> to Attack . (Summoned unit)
Game - Display to (All players) the text: |c00FF0000A nuclear missle has been launched.|r
Wait 10.00 seconds
Unit - Pause Silo 0058 <gen>
MarkerNorth
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Pin Position
(Owner of (Casting unit)) Not equal to Player 1 (Red)
(Owner of (Casting unit)) Not equal to Player 2 (Blue)
(Owner of (Casting unit)) Not equal to Player 3 (Teal)
(Owner of (Casting unit)) Not equal to Player 4 (Purple)
(Owner of (Casting unit)) Not equal to Player 5 (Yellow)
Actions
Unit - Unpause Silo 0059 <gen>
Unit - Order Silo 0059 <gen> to Attack . (Summoned unit)
Game - Display to (All players) the text: |c00FF0000A nuclear missle has been launched.|r
Wait 10.00 seconds
Unit - Pause Silo 0059 <gen>
InitiateLeaderboard
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Siege V1.0
Set Variable Set LeaderBoardMain = (Last created leaderboard)
Leaderboard - Show LeaderBoardMain
Leaderboard - Sort LeaderBoardMain by Value in Ascending order
Leaderboard - Change the display style for LeaderBoardMain to Show the title, Show labels, Show values, and Show icons
Leaderboard - Add Neutral Hostile to LeaderBoardMain with label Kills: and value 0
Leaderboard - Change the color of the label for Neutral Hostile in LeaderBoardMain to ( 100 %, 100.00 %, 100.00 %) with 0 % transparency
Leaderboard - Change the display style for Neutral Hostile in LeaderBoardMain to Show the label, Hide the value, and Show the icon
Leaderboard - Add Player 1 (Red) to LeaderBoardMain with label (Name of Player 1 (Red)) and value 0
Leaderboard - Add Player 2 (Blue) to LeaderBoardMain with label (Name of Player 2 (Blue)) and value 0
Leaderboard - Add Player 3 (Teal) to LeaderBoardMain with label (Name of Player 3 (Teal)) and value 0
Leaderboard - Add Player 4 (Purple) to LeaderBoardMain with label (Name of Player 4 (Purple)) and value 0
Leaderboard - Add Player 5 (Yellow) to LeaderBoardMain with label (Name of Player 5 (Yellow)) and value 0
Leaderboard - Add Player 6 (Orange) to LeaderBoardMain with label (Name of Player 6 (Orange)) and value 0
Leaderboard - Add Player 7 (Green) to LeaderBoardMain with label (Name of Player 7 (Green)) and value 0
Leaderboard - Add Player 8 (Pink) to LeaderBoardMain with label (Name of Player 8 (Pink)) and value 0
Leaderboard - Add Player 9 (Gray) to LeaderBoardMain with label (Name of Player 9 (Gray)) and value 0
Leaderboard - Add Player 10 (Light Blue) to LeaderBoardMain with label (Name of Player 10 (Light Blue)) and value 0
Leaderboard - Add Player 11 (Dark Green) to LeaderBoardMain with label Southern Forces and value 0
Leaderboard - Add Player 12 (Brown) to LeaderBoardMain with label Northern Forces and value 0
Leaderboard - Show LeaderBoardMain
Player1Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Set Variable Set PlayerKills[1] = (PlayerKills[1] + 1)
Leaderboard - Change the value for Player 1 (Red) in LeaderBoardMain to PlayerKills[1]
Player2Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Set Variable Set PlayerKills[2] = (PlayerKills[2] + 1)
Leaderboard - Change the value for Player 2 (Blue) in LeaderBoardMain to PlayerKills[2]
Player3Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Set Variable Set PlayerKills[3] = (PlayerKills[3] + 1)
Leaderboard - Change the value for Player 3 (Teal) in LeaderBoardMain to PlayerKills[3]
Player4Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Set Variable Set PlayerKills[4] = (PlayerKills[4] + 1)
Leaderboard - Change the value for Player 4 (Purple) in LeaderBoardMain to PlayerKills[4]
Player5Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Set Variable Set PlayerKills[5] = (PlayerKills[5] + 1)
Leaderboard - Change the value for Player 5 (Yellow) in LeaderBoardMain to PlayerKills[5]
Player6Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Set Variable Set PlayerKills[6] = (PlayerKills[6] + 1)
Leaderboard - Change the value for Player 6 (Orange) in LeaderBoardMain to PlayerKills[6]
Player7Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Set Variable Set PlayerKills[7] = (PlayerKills[7] + 1)
Leaderboard - Change the value for Player 7 (Green) in LeaderBoardMain to PlayerKills[7]
Player8Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Set Variable Set PlayerKills[8] = (PlayerKills[8] + 1)
Leaderboard - Change the value for Player 8 (Pink) in LeaderBoardMain to PlayerKills[8]
Player9Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 9 (Gray)
Actions
Set Variable Set PlayerKills[9] = (PlayerKills[9] + 1)
Leaderboard - Change the value for Player 9 (Gray) in LeaderBoardMain to PlayerKills[9]
Player10Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 10 (Light Blue)
Actions
Set Variable Set PlayerKills[10] = (PlayerKills[10] + 1)
Leaderboard - Change the value for Player 10 (Light Blue) in LeaderBoardMain to PlayerKills[10]
Southern Forces
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 11 (Dark Green)
Actions
Set Variable Set PlayerKills[11] = (PlayerKills[11] + 1)
Leaderboard - Change the value for Player 11 (Dark Green) in LeaderBoardMain to PlayerKills[11]
Northern Forces
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 12 (Brown)
Actions
Set Variable Set PlayerKills[12] = (PlayerKills[12] + 1)
Leaderboard - Change the value for Player 12 (Brown) in LeaderBoardMain to PlayerKills[12]
PlayerLeave1
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 1 (Red)) + - Has left the game.|r))
PlayerLeave2
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 2 (Blue)) + - Has left the game.|r))
PlayerLeave3
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 3 (Teal)) + - Has left the game.|r))
PlayerLeave4
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 4 (Purple)) + - Has left the game.|r))
PlayerLeave5
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 5 (Yellow)) + - Has left the game.|r))
PlayerLeave6
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 6 (Orange)) + - Has left the game.|r))
PlayerLeave7
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 7 (Green)) + - Has left the game.|r))
PlayerLeave8
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 8 (Pink)) + - Has left the game.|r))
PlayerLeave9
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 9 (Gray)) + - Has left the game.|r))
PlayerLeave10
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|c00FF0000 + ((Name of Player 10 (Light Blue)) + - Has left the game.|r))
Improved Guns South1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 100
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 1] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 120
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 2] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 140
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 3] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 160
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 4 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 4] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 180
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 5 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 5] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South6
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 200
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 6 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 6] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South7
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 220
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 7 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 7] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South8
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 240
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 8 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 8] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South9
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 260
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 9 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 9] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South10
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 280
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 10 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 10] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South11
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 300
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 11 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 11] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South12
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 320
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 12 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 12] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South13
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 340
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 13 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 13] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South14
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 360
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 14 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 14] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South15
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 380
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 15 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 15] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South16
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 400
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 16 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 16] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South17
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 420
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 17 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 17] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South18
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 440
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 18 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 18] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South19
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 460
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 19 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 19] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns South20
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 500
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 20 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 20] has been researched. Infantry will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 110
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 1] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 130
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 2] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 150
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 3] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 170
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 4 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 4] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 190
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 5 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 5] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South6
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 210
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 6 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 6] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South7
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 230
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 7 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 7] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South8
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 250
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 8 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 8] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South9
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 270
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 9 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 9] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery South10
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 290
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 10 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 10] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating South1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 510
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 1] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating South2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 530
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 2] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating South3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 550
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 3] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating South4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 570
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 4 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 4] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating South5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 600
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 5 for Player 11 (Dark Green)
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 5] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 11 (Dark Green) . Current lumber to 0
Trigger - Turn off (This trigger)
SouthUpgrade
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) Current lumber) Equal to 1000
Actions
Trigger - Turn off InfantryBasic1 <gen>
Trigger - Turn off InfantryBasic2 <gen>
Trigger - Turn on InfantryBasic1Upgrade <gen>
Trigger - Turn on InfantryBasic2Upgrade <gen>
Trigger - Turn off SouthernForcesTurnOff1 <gen>
Trigger - Turn off SouthernForcesTurnOn1 <gen>
Trigger - Turn on SouthernForcesTurnOff2 <gen>
Trigger - Turn on SouthernForcesTurnOn2 <gen>
Player Group - Pick every player in South_Players and do (Display to South_Players the text: |c00FF0000Research:|r A new Upgrade [Upgraded Infantry] has been researched. 5 extra basic infantry will now spawnr.)
Trigger - Turn off (This trigger)
Improved Guns North1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 100
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 1] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 120
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 2] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 140
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 3] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 160
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 4 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 4] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 180
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 5 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 5] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North6
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 200
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 6 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 6] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North7
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 220
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 7 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 7] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North8
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 240
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 8 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 8] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North9
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 260
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 9 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 9] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North10
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 280
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 10 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 10] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North11
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 300
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 11 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 11] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North12
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 320
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 12 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 12] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North13
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 340
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 13 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 13] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North14
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 360
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 14 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 14] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North15
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 380
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 15 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 15] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North16
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 400
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 16 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 16] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North17
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 420
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 17 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 17] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North18
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 440
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 18 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 18] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North19
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 460
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 19 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 19] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Guns North20
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 500
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 20 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Guns - Level 20] has been researched. Infantry will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 110
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 1] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 130
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 2] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 150
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 3] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 170
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 4 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 4] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 190
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 5 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 5] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North6
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 210
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 6 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 6] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North7
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 230
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 7 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 7] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North8
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 250
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 8 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 8] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North9
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 270
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 9 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 9] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Improved Artillery North10
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 290
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 10 for Player 12 (Brown)
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Improved Artillery - Level 10] has been researched. Mortars/Tanks/Mechs/Bombers will now do more damage.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating North1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 510
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player Group - Pick every player in South_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 1] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating North2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 530
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player Group - Pick every player in South_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 2] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating North3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 550
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player Group - Pick every player in South_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 3] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating North4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 570
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 4 for Player 12 (Brown)
Player Group - Pick every player in South_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 4] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
Plating North5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 600
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 5 for Player 12 (Brown)
Player Group - Pick every player in South_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Plating - Level 5] has been researched. Mortars/Tanks/Mechs have recieved bonus hit points and armor.)
Player - Set Player 12 (Brown) . Current lumber to 0
Trigger - Turn off (This trigger)
NorthUpgrade
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 12 (Brown) Current lumber) Equal to 1000
Actions
Trigger - Turn off InfantryBasic3 <gen>
Trigger - Turn off InfantryBasic4 <gen>
Trigger - Turn on InfantryBasic3Upgrade <gen>
Trigger - Turn on InfantryBasic4Upgrade <gen>
Trigger - Turn off NorthernForcesTurnOff1 <gen>
Trigger - Turn off NorthernForcesTurnOn1 <gen>
Trigger - Turn on NorthernForcesTurnOff2 <gen>
Trigger - Turn on NorthernForcesTurnOn2 <gen>
Player Group - Pick every player in North_Players and do (Display to North_Players the text: |c00FF0000Research:|r A new Upgrade [Upgraded Infantry] has been researched. 5 extra basic infantry will now spawnr.)
Trigger - Turn off (This trigger)
Purchase1
Events
Unit - A unit Acquires an item
Conditions
(Owner of (Hero manipulating item)) Not equal to Player 1 (Red)
(Owner of (Hero manipulating item)) Not equal to Player 2 (Blue)
(Owner of (Hero manipulating item)) Not equal to Player 3 (Teal)
(Owner of (Hero manipulating item)) Not equal to Player 4 (Purple)
(Owner of (Hero manipulating item)) Not equal to Player 5 (Yellow)
(Item-type of (Item being manipulated)) Equal to Air Strike
Actions
Item - Remove (Item being manipulated)
Game - Display to (All players) the text: |c00FF0000An Air Strike has been Initiated.|r
Unit - Create 1 . Bomber for Player 12 (Brown) at (Center of AS1Start <gen>) facing Default building facing degrees
Set Variable Set Bomber[1] = (Last created unit)
Unit - Order Bomber[1] to Move To . (Center of AS1End <gen>)
AS1Mortar1
Events
Unit - A unit enters AS1Mortar1 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0017 <gen> to ((Life of Mortar 0017 <gen>) - 5000.00)
AS1Mortar2
Events
Unit - A unit enters AS1Mortar2 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0016 <gen> to ((Life of Mortar 0016 <gen>) - 5000.00)
AS1Mortar3
Events
Unit - A unit enters AS1Mortar3 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0015 <gen> to ((Life of Mortar 0015 <gen>) - 5000.00)
Unit - Set life of Sniper 0013 <gen> to ((Life of Sniper 0013 <gen>) - 3000.00)
AS1Mortar4
Events
Unit - A unit enters AS1Mortar4 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0014 <gen> to ((Life of Mortar 0014 <gen>) - 5000.00)
Unit - Set life of Sniper 0012 <gen> to ((Life of Sniper 0012 <gen>) - 3000.00)
AS1Mortar5
Events
Unit - A unit enters AS1Mortar5 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar5 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0018 <gen> to ((Life of Mortar 0018 <gen>) - 5000.00)
AS1Mortar6
Events
Unit - A unit enters AS1Mortar6 <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS1Mortar6 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0019 <gen> to ((Life of Mortar 0019 <gen>) - 5000.00)
EndAS1
Events
Unit - A unit enters AS1End <gen>
Conditions
Bomber[1] Equal to (Entering unit)
Actions
Unit - Remove (Entering unit) from the game
Purchase2
Events
Unit - A unit Acquires an item
Conditions
(Owner of (Hero manipulating item)) Not equal to Player 6 (Orange)
(Owner of (Hero manipulating item)) Not equal to Player 7 (Green)
(Owner of (Hero manipulating item)) Not equal to Player 8 (Pink)
(Owner of (Hero manipulating item)) Not equal to Player 9 (Gray)
(Owner of (Hero manipulating item)) Not equal to Player 10 (Light Blue)
(Item-type of (Item being manipulated)) Equal to Air Strike
Actions
Item - Remove (Item being manipulated)
Game - Display to (All players) the text: |c00FF0000An Air Strike has been Initiated.|r
Unit - Create 1 . Bomber for Player 11 (Dark Green) at (Center of AS2Start <gen>) facing Default building facing degrees
Set Variable Set Bomber[2] = (Last created unit)
Unit - Order Bomber[2] to Move To . (Center of AS2End <gen>)
AS2Mortar1
Events
Unit - A unit enters AS2Mortar1 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0042 <gen> to ((Life of Mortar 0042 <gen>) - 5000.00)
AS2Mortar2
Events
Unit - A unit enters AS2Mortar2 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar2 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0041 <gen> to ((Life of Mortar 0041 <gen>) - 5000.00)
AS2Mortar3
Events
Unit - A unit enters AS2Mortar3 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar3 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0037 <gen> to ((Life of Mortar 0037 <gen>) - 5000.00)
Unit - Set life of Sniper 0036 <gen> to ((Life of Sniper 0036 <gen>) - 3000.00)
AS2Mortar4
Events
Unit - A unit enters AS2Mortar4 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar4 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0038 <gen> to ((Life of Mortar 0038 <gen>) - 5000.00)
Unit - Set life of Sniper 0010 <gen> to ((Life of Sniper 0010 <gen>) - 3000.00)
AS2Mortar5
Events
Unit - A unit enters AS2Mortar5 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar5 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0039 <gen> to ((Life of Mortar 0039 <gen>) - 5000.00)
AS2Mortar6
Events
Unit - A unit enters AS2Mortar6 <gen>
Conditions
Bomber[2] Equal to (Entering unit)
Actions
Special Effect - Create a special effect at (Center of AS2Mortar6 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Set life of Mortar 0040 <gen> to ((Life of Mortar 0040 <gen>) - 5000.00)
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