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Trigger Viewer

Siege V1.1.w3x
Variables
Initialization
Version 1.1 Updates
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
Nuke unit No
PlayerKills integer Yes
South_Players force No
SupplyCrates integer No
-Overall game difficulty reduced.
-Silos are now unlocked and will attack randomly with reduced damage and an extremely long cooldown.
-Sniper ability "Pin Position" has been changed to no-longer rely on silos to fire a nuke, now after a certain time
a nuke will drop down and explode.
-Mortars and Snipers have had their damage slightly reduced.
-Air Strike cost reduced to 3000 instead of 7000.
-Supply crates now add 10 lumber instead of the normal 5.
-Exp rate slightly increased.
-Abilities for all heros rebalanced and fixed.
-Ability tooltips are now more descriptive.

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 40.00% experience from future kills
    Hero - Make Player 2 (Blue) Heroes gain 40.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 40.00% experience from future kills
    Hero - Make Player 4 (Purple) Heroes gain 40.00% experience from future kills
    Hero - Make Player 4 (Purple) Heroes gain 40.00% experience from future kills
    Hero - Make Player 5 (Yellow) Heroes gain 40.00% experience from future kills
    Hero - Make Player 6 (Orange) Heroes gain 40.00% experience from future kills
    Hero - Make Player 7 (Green) Heroes gain 40.00% experience from future kills
    Hero - Make Player 8 (Pink) Heroes gain 40.00% experience from future kills
    Hero - Make Player 9 (Gray) Heroes gain 40.00% experience from future kills
    Hero - Make Player 10 (Light Blue) Heroes gain 40.00% experience from future kills
    Hero - Make Player 11 (Dark Green) Heroes gain 40.00% experience from future kills
    Hero - Make Player 12 (Brown) Heroes gain 40.00% 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
    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 V1.1|r with the description Thank you for playing |c00939195Siege!|r-This current version is 1.1-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
    Quest - Create a Optional quest titled |c00939195Updates|r with the description Updates in Version 1.1:-Overall game difficulty reduced.-Silos are now unlocked and will attack randomly with reduced damage and an extremely long cooldown.-Sniper ability "Pin Position" has been changed to no-longer rely on silos to fire a nuke, now after a certain timea nuke will drop down and explode.-Mortars and Snipers have had their damage slightly reduced.-Air Strike cost reduced to 3000 instead of 7000.-Supply crates now add 10 lumber instead of the normal 5.-Exp rate slightly increased.-Abilities for all heros rebalanced and fixed.-Ability tooltips are now more descriptive., using icon path ReplaceableTextures\CommandButtons\BTNWellSpring.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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet SupplyCrates = (SupplyCrates - 1)
    Player - Add 10 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 VariableSet SupplyCrates = (SupplyCrates - 1)
    Player - Add 10 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
    Game - Display to (All players) the text: |c00FF0000A nuclear missle has been launched.|r
    Region - Center NukeReg <gen> on (Position of (Casting unit))
    Unit - Create 1.Nuke for Neutral Hostile at (Position of (Casting unit)) facing Default building facing degrees
    Set VariableSet Nuke = (Last created unit)
    Animation - Change Nuke flying height to 0.00 at 50.00
    Wait 15.00 seconds
    Unit - Kill Nuke
    Special Effect - Create a special effect at (Center of NukeReg <gen>) using Abilities\Weapons\FragDriller\FragDriller.mdl
    Unit Group - Pick every unit in (Units in NukeReg <gen>) and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 5000.00)
    Region - Center NukeReg <gen> on (Center of NukeReset <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
    Game - Display to (All players) the text: |c00FF0000A nuclear missle has been launched.|r
    Region - Center NukeReg <gen> on (Position of (Casting unit))
    Unit - Create 1.Nuke for Neutral Hostile at (Position of (Casting unit)) facing Default building facing degrees
    Set VariableSet Nuke = (Last created unit)
    Animation - Change Nuke flying height to 0.00 at 50.00
    Wait 15.00 seconds
    Unit - Kill Nuke
    Special Effect - Create a special effect at (Center of NukeReg <gen>) using Abilities\Weapons\FragDriller\FragDriller.mdl
    Unit Group - Pick every unit in (Units in NukeReg <gen>) and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 5000.00)
    Region - Center NukeReg <gen> on (Center of NukeReset <gen>)
InitiateLeaderboard
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Siege V1.0
    Set VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 VariableSet 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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 VariableSet 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 VariableSet 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)
EndAS2
  Events
    Unit - A unit enters AS2End <gen>
  Conditions
    Bomber[2] Equal to (Entering unit)
  Actions
    Unit - Remove (Entering unit) from the game