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Trigger Viewer

Tank Destroyer Simulator v1.2a.w3x
Variables
Initialization
Change Log
Credits
INI
Quest
Game Selected
Movement System
Turning Acceleration And Aiming
Turn Left Pressed
Turn Left Release
Turn Right Pressed
Turn Right Release
Accelerate Pressed
Accelerate Release
Decelerate Pressed
Decelerate Release
Dust VFX
Combat
Misc
Death VFX
Ping
Enemy Broadcast
Damage Control Kit
Shelling
Fire
Shell Movement
Shell Limit
"AI"
SU85 AI Fire
SU85 Shell Movement
SU 76 AI Fire
ScoreBoards
Leaderboard
Leaderboard Score Gain HS
Leaderboard Score Gain TH
Leaderboard Tank Destroyed
Elapsed Time
Game Modes
Hunting Season
GM Hunting Season Run
GM Hunting Season Game Checker
Tank Hunted
GM Tank Hunted Run
GM Tank Hunted Death Checker
GM Tank Hunted Defeat Checker
GM Tank Hunted Wave Checker
GM Tank Hunted Wave Clear
GM Tank Hunted Wave Spawn
Zombie Apocalypse
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
AccelerateActive real Yes
Acceleration real Yes
AccuracyAim real Yes
AccuracyCheck real Yes
AimNotifTriggered integer Yes
BuffFireProbability integer Yes
BuffTracksDestroyedProbability integer Yes
Color_Text string Yes
Commander player Yes
Damage integer Yes
DecelerateActive real Yes
Destroyed integer Yes
ElapsedTime_HourD1 integer No
ElapsedTime_HourD2 integer No
ElapsedTime_MinuteD1 integer No
ElapsedTime_MinuteD2 integer No
ElapsedTime_SecondD1 integer No
ElapsedTime_SecondD2 integer No
EngineSound sound Yes
Forces force Yes
GM_HuntingSeasonOn integer No
GM_TankHuntedOn integer No
Kills integer Yes
List integer No
MultiBoard multiboard No
MultiBoard_Player player Yes
MultiBoard_Players integer No
Multiboard_Spots integer Yes
Ping force No
Players force No
RamDamage integer Yes
RandomSpawnLoc rect Yes
RNGDamage integer Yes
ShellActive real Yes
ShellsUG group No
SpawnLoc rect Yes
StagCount integer No
StagUG group No
String force No
StringIntBuffFire integer Yes
StringIntBuffTracks integer Yes
SU76s group No
SU85s group No
TankHunter unit Yes
TankHunterShell unit Yes
Tanks group No
TankSurvivors group No
THSPGIncrement integer No
THTankHunterIncrement integer No
TimerCD timer No
TimerCDTW timerdialog No
TurnLeftActive real Yes
TurnRate real Yes
TurnRightActive real Yes
VoteButtonCrosshairNo button No
VoteButtonCrosshairYes button No
VoteButtonHuntingSeason button No
VoteButtonTankHunted button No
VoteButtonZombieApocalypse button No
VoteCrossHair_Dialog dialog No
VoteGameMode_Dialog dialog No

===============================================================
Version 1.2a

PLAYER
Max Player Count 2 --> 5

INTERFACE
User Interface

VFX/SFX
Tank Movement Dusts
Ignition and Blown Tank Tracks Alert Sound

ENVIRONMENT
Tree Pathing Size Reduced
Additional Foliage
Denser Fog
Color Corrected Skybox

MOVEMENT
Camera Orientations:
-Angle of Attack -15 --> -10
-Height offset 50 --> 85

COMBAT
Player Shell Distance Limit Removed
Shell Debuffs:
-Set targets on fire by 20% chance
-Destroys Tank Tracks by 20% | 12% From Enemies
AI SPG Tanks Player Proximity Check Position Relocation
Ping and Aim Accuracy sound alerts corrected
Damage Control Kit; Removes Fire and Repairs Tank Tracks

===============================================================
Version 1.1a

ACCURACY
Turning Accuracy Reduction Rate = 0.04 --> .02
Max Aim Time = 1.00 Seconds --> 1.50 Seconds

MOVEMENT
Deceleration Rate = 2.00 --> 2.40

COMBAT
When firing a shot with 100% Accuracy, range of damage scales to 200-700

===============================================================
Fingolfin
*Map From Airplane System(Height Fields reseted)
*Tanks, Projectiles, Icons, Models and Textures [JagdPanther, SU85, SU-76, AGM114, Tile Retextures, Ground Decals, Trees, Grass]

WILL THE ALMIGHTY
*Projectiles and SFX [NewGroundEX, Rocket]

Modafoka
*User Interface

World of Tanks
*Sound Effects and Wallpaper [Engine Sounds, Notification Sounds, Tank Fire, Loading Screen]

Call of Duty: Modern Warfare
*War Ambience

Panzer Waltz
*Alert Sounds [Wave Start, Ping Alert Sound]

KuroNigi (Me)
*Triggers, Custom Icons and UI [Minimap, CommandButttons, Selection Circle Compass]
INI
  Events
    Map initialization
  Conditions
  Actions
    Sound - Stop the currently playing music theme
    Sound - Clear the music list
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Environment - Set sky to Dalaran Sky
    Game - Disable drag-selection functionality (Disable drag-selection box)
    Game - Disable pre-selection functionality (Disable pre-selection circles, life bars, and object info)
    Game - Hide creep camps on the minimap
    Game - Set the time of day to 9.00
    Game - Turn the day/night cycle Off
    Set ElapsedTime_HourD1 = 0
    Set ElapsedTime_HourD2 = 0
    Set ElapsedTime_MinuteD1 = 0
    Set ElapsedTime_MinuteD2 = 0
    Set ElapsedTime_SecondD1 = 0
    Set ElapsedTime_SecondD2 = 0
    Set Color_Text[1] = |c00FF0000
    Set Color_Text[2] = |c000000FF
    Set Color_Text[3] = |c0000FFFF
    Set Color_Text[4] = |c00DD00FF
    Set Color_Text[5] = |c00FFFF00
    Set MultiBoard_Player[2] = Player 1 (Red)
    Set MultiBoard_Player[3] = Player 2 (Blue)
    Set MultiBoard_Player[4] = Player 3 (Teal)
    Set MultiBoard_Player[5] = Player 4 (Purple)
    Set MultiBoard_Player[6] = Player 5 (Yellow)
    Set SpawnLoc[1] = Jagdpanther_01 <gen>
    Set SpawnLoc[2] = Jagdpanther_02 <gen>
    Set SpawnLoc[3] = Jagdpanther_03 <gen>
    Set SpawnLoc[4] = Jagdpanther_04 <gen>
    Set SpawnLoc[5] = Jagdpanther_05 <gen>
    Set Commander[1] = Player 1 (Red)
    Set Commander[2] = Player 2 (Blue)
    Set Commander[3] = Player 3 (Teal)
    Set Commander[4] = Player 4 (Purple)
    Set Commander[5] = Player 5 (Yellow)
    Set Commander[6] = Player 6 (Orange)
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Player - Change color of Commander[(Integer A)] to Dark Green, Changing color of existing units
        Visibility - Create an initially Disabled visibility modifier for Commander[(Integer A)] emitting Visibility across (Playable map area)
        Set TurnRate[(Integer A)] = 0.00
        Set Acceleration[(Integer A)] = 0.00
        Unit - Create 1 JagdPanther for Commander[(Integer A)] at (Center of SpawnLoc[(Integer A)]) facing 45.00 degrees
        Set TankHunter[(Integer A)] = (Last created unit)
        Unit Group - Add TankHunter[(Integer A)] to Tanks
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Commander[(Integer A)] slot status) Equal to Is playing
          Then - Actions
            Selection - Select TankHunter[(Integer A)] for Commander[(Integer A)]
            Camera - Lock camera target for Commander[(Integer A)] to TankHunter[(Integer A)], offset by (0, 0) using The unit's rotation
            Unit - Pause TankHunter[(Integer A)]
            Player Group - Add Commander[(Integer A)] to Players
          Else - Actions
            Unit - Remove TankHunter[(Integer A)] from the game
            Unit Group - Remove TankHunter[(Integer A)] from Tanks
            Set TankHunter[(Integer A)] = No unit
    Player - Change color of Commander[6] to Dark Green, Changing color of existing units
    Wait 1.00 seconds
    Dialog - Clear VoteGameMode_Dialog
    Dialog - Change the title of VoteGameMode_Dialog to Select Game Mode
    Dialog - Create a dialog button for VoteGameMode_Dialog labelled |c00FF0000Hunting Season|r
    Set VoteButtonHuntingSeason = (Last created dialog Button)
    Dialog - Create a dialog button for VoteGameMode_Dialog labelled |c00FFAA00Tank Hunted|r
    Set VoteButtonTankHunted = (Last created dialog Button)
    Dialog - Show VoteGameMode_Dialog for Commander[1]
Quest
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled |c00FF0000COMBAT|r with the description ACCURACYTank Destroyers are equipped with powerful guns which are almost fixed mounted since they have relatively low firing angle, I'm not gonna talk about the gun depression since I don't know how to implement that here. To summarize that, you can fire at 100% accuracy to where you are facing at but you tend to lose that 100% when you move via acceleration and turning so you need to stay still for your tank to adjust its' accuracyMax Aim Time = 1.5 seconds and shooting with 100% accuracy is deals more damage which I will discuss later.SHELL DAMAGEThe damage you deal here is not based on the angle of your enemy because holy shit I don't know how to do that kind of stuff so instead of a fixed damage you deal to your target depending on the angle of your target's armor, the damage system I implented here is RNG(Random Number Generated) as the damage output of your tank ranges from 50-500 so if you feel like you dealt a critical hit, looks can deceive because in reality you just dealt a tiny damage to your target so the frustration is real in this one if your unlucky enough to get the 50 damage BUT if you manage to fire a shot with 100% accuracy, you're guaranteed to deal 200-700 instead so ready, aim, FIRE!RAMDo you know that you can ram enemy tanks and deal amounts of damage depending on your speed? Yeah, you can do that here too but don't ram to much or you'll end up wrecking your ride too because you receive half of the damage you dealt to that unfortunate target of yours.Damage = 100 x (Speed Rate), using icon path ReplaceableTextures\CommandButtons\BTNFire.blp
Game Selected
  Events
    Dialog - A dialog button is clicked for VoteGameMode_Dialog
  Conditions
  Actions
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to VoteButtonHuntingSeason
      Then - Actions
        Trigger - Run GM_Hunting_Season_Run <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to VoteButtonTankHunted
      Then - Actions
        Trigger - Run GM_Tank_Hunted_Run <gen> (ignoring conditions)
      Else - Actions
Turning Acceleration And Aiming
  Events
    Time - Every 0.02 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Commander[(Integer A)] slot status) Equal to Is playing
            (TankHunter[(Integer A)] is alive) Equal to True
          Then - Actions
            -------- Initial Movement --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (TankHunter[(Integer A)] has buff Faerie Fire (Player)) Equal to False
              Then - Actions
                Unit - Move TankHunter[(Integer A)] instantly to ((Position of TankHunter[(Integer A)]) offset by Acceleration[(Integer A)] towards (Facing of TankHunter[(Integer A)]) degrees), facing ((Facing of TankHunter[(Integer A)]) + TurnRate[(Integer A)]) degrees
              Else - Actions
            -------- Camera --------
            Camera - Set Commander[(Integer A)]'s camera Distance to target to 400.00 over 0.00 seconds
            Camera - Set Commander[(Integer A)]'s camera Angle of attack to -10.00 over 0.00 seconds
            Camera - Set Commander[(Integer A)]'s camera Rotation to (Facing of TankHunter[(Integer A)]) over 0.00 seconds
            Camera - Set Commander[(Integer A)]'s camera Height Offset to 85.00 over 0.00 seconds
            -------- Collision and Ramming Check --------
            Destructible - Pick every destructible within 90.00 of ((Position of TankHunter[(Integer A)]) offset by 50.00 towards (Facing of TankHunter[(Integer A)]) degrees) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked destructible) is alive) Equal to True
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than or equal to 2.00
                      Then - Actions
                        Set Acceleration[(Integer A)] = 2.00
                        Destructible - Kill (Picked destructible)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Acceleration[(Integer A)] Greater than or equal to 0.00
                          Then - Actions
                            Destructible - Kill (Picked destructible)
                          Else - Actions
                  Else - Actions
            Destructible - Pick every destructible within 90.00 of ((Position of TankHunter[(Integer A)]) offset by 0.00 towards (Facing of TankHunter[(Integer A)]) degrees) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked destructible) is alive) Equal to True
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than or equal to 2.00
                      Then - Actions
                        Set Acceleration[(Integer A)] = 2.00
                        Destructible - Kill (Picked destructible)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Acceleration[(Integer A)] Greater than or equal to 0.00
                          Then - Actions
                            Destructible - Kill (Picked destructible)
                          Else - Actions
                  Else - Actions
            Destructible - Pick every destructible within 90.00 of ((Position of TankHunter[(Integer A)]) offset by -50.00 towards (Facing of TankHunter[(Integer A)]) degrees) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked destructible) is alive) Equal to True
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than or equal to 2.00
                      Then - Actions
                        Set Acceleration[(Integer A)] = 2.00
                        Destructible - Kill (Picked destructible)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Acceleration[(Integer A)] Greater than or equal to 0.00
                          Then - Actions
                            Destructible - Kill (Picked destructible)
                          Else - Actions
                  Else - Actions
            Unit Group - Pick every unit in (Units within 120.00 of (Position of TankHunter[(Integer A)])) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked unit) is in ShellsUG) Equal to False
                    (Picked unit) Not equal to TankHunter[(Integer A)]
                    (Unit-type of (Picked unit)) Not equal to Explosion
                    (Unit-type of (Picked unit)) Not equal to Dust
                    (Unit-type of (Picked unit)) Not equal to HE Shell
                    (Unit-type of (Picked unit)) Not equal to Siege Engine
                    (Unit-type of (Picked unit)) Not equal to Dummy Caster
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than 0.00
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Acceleration[(Integer A)] Greater than or equal to 1.00
                            ((Picked unit) is alive) Equal to True
                          Then - Actions
                            Set RamDamage[(Integer A)] = (50 x (Integer(Acceleration[(Integer A)])))
                            Unit - Cause TankHunter[(Integer A)] to damage (Picked unit), dealing (Real(RamDamage[(Integer A)])) damage of attack type Chaos and damage type Normal
                            Unit - Cause TankHunter[(Integer A)] to damage TankHunter[(Integer A)], dealing ((Real(RamDamage[(Integer A)])) / 2.00) damage of attack type Chaos and damage type Normal
                            Player Group - Add Commander[(Integer A)] to String
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Picked unit) Not equal to TankHunter[1]
                                (Picked unit) Not equal to TankHunter[2]
                                (Unit-type of (Picked unit)) Not equal to Stag
                              Then - Actions
                                Game - Display to String for 5.00 seconds the text: (|c00FF0000 + ((String(RamDamage[(Integer A)])) + Ram Damage!|r))
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    ((Picked unit) is in Tanks) Equal to True
                                  Then - Actions
                                    Game - Display to String for 5.00 seconds the text: |c00FF0000 What ze hell are you doing?!|r
                                  Else - Actions
                            Player Group - Remove all players from String
                          Else - Actions
                        -------- Force Stop check --------
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Unit-type of (Picked unit)) Not equal to Stag
                          Then - Actions
                            Set Acceleration[(Integer A)] = 0.00
                          Else - Actions
                      Else - Actions
                  Else - Actions
            -------- SPG Tanks' proximity check --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GM_TankHuntedOn Equal to 1
              Then - Actions
                Unit Group - Pick every unit in (Units within 3600.00 of (Position of TankHunter[(Integer A)])) and do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Unit-type of (Picked unit)) Equal to SU-76
                        ((Picked unit) is alive) Equal to True
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Current order of (Picked unit)) Not equal to (Order(move))
                          Then - Actions
                            Unit - Order (Picked unit) to Move To (Random point in (Playable map area))
                          Else - Actions
                      Else - Actions
              Else - Actions
            -------- Startling Stags --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GM_HuntingSeasonOn Equal to 1
              Then - Actions
                Unit Group - Pick every unit in (Units within 800.00 of (Position of TankHunter[(Integer A)])) and do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Picked unit) is in StagUG) Equal to True
                        ((Picked unit) is alive) Equal to True
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Current order of (Picked unit)) Not equal to (Order(move))
                          Then - Actions
                            Unit - Order (Picked unit) to Move To (Random point in (Playable map area))
                          Else - Actions
                      Else - Actions
              Else - Actions
            -------- Steering, Acceleration and Deceleration --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AccelerateActive[(Integer A)] Equal to 1.00
                Acceleration[(Integer A)] Less than 8.00
              Then - Actions
                Set Acceleration[(Integer A)] = (Acceleration[(Integer A)] + 0.03)
                Set AccuracyAim[(Integer A)] = (AccuracyAim[(Integer A)] + 0.04)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    AccelerateActive[(Integer A)] Equal to 0.00
                    Acceleration[(Integer A)] Greater than 0.00
                  Then - Actions
                    Set Acceleration[(Integer A)] = (Acceleration[(Integer A)] - 0.20)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Less than 0.00
                      Then - Actions
                        Set Acceleration[(Integer A)] = 0.00
                      Else - Actions
                  Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                DecelerateActive[(Integer A)] Equal to 1.00
                Acceleration[(Integer A)] Greater than -2.40
              Then - Actions
                Set Acceleration[(Integer A)] = (Acceleration[(Integer A)] - 0.03)
                Set AccuracyAim[(Integer A)] = (AccuracyAim[(Integer A)] + 0.04)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    DecelerateActive[(Integer A)] Equal to 0.00
                    Acceleration[(Integer A)] Less than 0.00
                  Then - Actions
                    Set Acceleration[(Integer A)] = (Acceleration[(Integer A)] + 0.20)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than or equal to 0.00
                      Then - Actions
                        Set Acceleration[(Integer A)] = 0.00
                      Else - Actions
                  Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                TurnLeftActive[(Integer A)] Equal to 1.00
                TurnRate[(Integer A)] Less than 1.50
              Then - Actions
                Set TurnRate[(Integer A)] = (TurnRate[(Integer A)] + 0.02)
                Set AccuracyAim[(Integer A)] = (AccuracyAim[(Integer A)] + 0.02)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    TurnLeftActive[(Integer A)] Equal to 0.00
                    TurnRate[(Integer A)] Greater than 0.00
                  Then - Actions
                    Set TurnRate[(Integer A)] = (TurnRate[(Integer A)] - 0.20)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Less than or equal to 0.00
                      Then - Actions
                        Set TurnRate[(Integer A)] = 0.00
                      Else - Actions
                  Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                TurnRightActive[(Integer A)] Equal to 1.00
                TurnRate[(Integer A)] Greater than -1.50
              Then - Actions
                Set TurnRate[(Integer A)] = (TurnRate[(Integer A)] - 0.02)
                Set AccuracyAim[(Integer A)] = (AccuracyAim[(Integer A)] + 0.02)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    TurnRightActive[(Integer A)] Equal to 0.00
                    TurnRate[(Integer A)] Less than 0.00
                  Then - Actions
                    Set TurnRate[(Integer A)] = (TurnRate[(Integer A)] + 0.20)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Acceleration[(Integer A)] Greater than or equal to 0.00
                      Then - Actions
                        Set TurnRate[(Integer A)] = 0.00
                      Else - Actions
                  Else - Actions
            -------- Aiming --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AccelerateActive[(Integer A)] Equal to 0.00
                DecelerateActive[(Integer A)] Equal to 0.00
                TurnRightActive[(Integer A)] Equal to 0.00
                TurnLeftActive[(Integer A)] Equal to 0.00
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    AccuracyAim[(Integer A)] Less than or equal to 0.00
                  Then - Actions
                    Set AccuracyAim[(Integer A)] = 0.00
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        AimNotifTriggered[(Integer A)] Equal to 0
                      Then - Actions
                        Set AimNotifTriggered[(Integer A)] = 1
                        Unit - Remove Fully Aimed (Turned Off) from TankHunter[(Integer A)]
                        Unit - Add Fully Aimed to TankHunter[(Integer A)]
                        Unit - Remove Aiming from TankHunter[(Integer A)]
                        Unit - Add Aiming (Turned Off) to TankHunter[(Integer A)]
                        Unit - Create 1 Siege Engine for Neutral Passive at (Position of TankHunter[(Integer A)]) facing Default building facing degrees
                        Animation - Change (Last created unit)'s size to (0.00%, 0.00%, 0.00%) of its original size
                        Unit - Kill (Last created unit)
                      Else - Actions
                  Else - Actions
                    Set AccuracyAim[(Integer A)] = (AccuracyAim[(Integer A)] - 0.04)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    AccuracyAim[(Integer A)] Greater than or equal to 3.00
                  Then - Actions
                    Set AccuracyAim[(Integer A)] = 3.00
                  Else - Actions
          Else - Actions
Turn Left Pressed
  Events
    Player - Player 1 (Red) Presses the Left Arrow key
    Player - Player 2 (Blue) Presses the Left Arrow key
    Player - Player 3 (Teal) Presses the Left Arrow key
    Player - Player 4 (Purple) Presses the Left Arrow key
    Player - Player 5 (Yellow) Presses the Left Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TurnLeftActive[(Player number of (Triggering player))] Equal to 0.00
          Then - Actions
            Set TurnLeftActive[(Player number of (Triggering player))] = 1.00
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AimNotifTriggered[(Player number of (Triggering player))] Equal to 1
          Then - Actions
            Set AimNotifTriggered[(Player number of (Triggering player))] = 0
            Unit - Remove Aiming (Turned Off) from TankHunter[(Player number of (Triggering player))]
            Unit - Add Aiming to TankHunter[(Player number of (Triggering player))]
            Unit - Remove Fully Aimed from TankHunter[(Player number of (Triggering player))]
            Unit - Add Fully Aimed (Turned Off) to TankHunter[(Player number of (Triggering player))]
          Else - Actions
      Else - Actions
Turn Left Release
  Events
    Player - Player 1 (Red) Releases the Left Arrow key
    Player - Player 2 (Blue) Releases the Left Arrow key
    Player - Player 3 (Teal) Releases the Left Arrow key
    Player - Player 4 (Purple) Releases the Left Arrow key
    Player - Player 5 (Yellow) Releases the Left Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TurnLeftActive[(Player number of (Triggering player))] Equal to 1.00
          Then - Actions
            Set TurnLeftActive[(Player number of (Triggering player))] = 0.00
          Else - Actions
      Else - Actions
Turn Right Pressed
  Events
    Player - Player 1 (Red) Presses the Right Arrow key
    Player - Player 2 (Blue) Presses the Right Arrow key
    Player - Player 3 (Teal) Presses the Right Arrow key
    Player - Player 4 (Purple) Presses the Right Arrow key
    Player - Player 5 (Yellow) Presses the Right Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TurnRightActive[(Player number of (Triggering player))] Equal to 0.00
          Then - Actions
            Set TurnRightActive[(Player number of (Triggering player))] = 1.00
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AimNotifTriggered[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Set AimNotifTriggered[(Player number of (Triggering player))] = 0
                Unit - Remove Aiming (Turned Off) from TankHunter[(Player number of (Triggering player))]
                Unit - Add Aiming to TankHunter[(Player number of (Triggering player))]
                Unit - Remove Fully Aimed from TankHunter[(Player number of (Triggering player))]
                Unit - Add Fully Aimed (Turned Off) to TankHunter[(Player number of (Triggering player))]
              Else - Actions
          Else - Actions
      Else - Actions
Turn Right Release
  Events
    Player - Player 1 (Red) Releases the Right Arrow key
    Player - Player 2 (Blue) Releases the Right Arrow key
    Player - Player 3 (Teal) Releases the Right Arrow key
    Player - Player 4 (Purple) Releases the Right Arrow key
    Player - Player 5 (Yellow) Releases the Right Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TurnRightActive[(Player number of (Triggering player))] Equal to 1.00
          Then - Actions
            Set TurnRightActive[(Player number of (Triggering player))] = 0.00
          Else - Actions
      Else - Actions
Accelerate Pressed
  Events
    Player - Player 1 (Red) Presses the Up Arrow key
    Player - Player 2 (Blue) Presses the Up Arrow key
    Player - Player 3 (Teal) Presses the Up Arrow key
    Player - Player 4 (Purple) Presses the Up Arrow key
    Player - Player 5 (Yellow) Presses the Up Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AccelerateActive[(Player number of (Triggering player))] Equal to 0.00
          Then - Actions
            Set AccelerateActive[(Player number of (Triggering player))] = 1.00
            -------- Replacing Accuracy Icons --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AimNotifTriggered[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Set AimNotifTriggered[(Player number of (Triggering player))] = 0
                Unit - Remove Aiming (Turned Off) from TankHunter[(Player number of (Triggering player))]
                Unit - Add Aiming to TankHunter[(Player number of (Triggering player))]
                Unit - Remove Fully Aimed from TankHunter[(Player number of (Triggering player))]
                Unit - Add Fully Aimed (Turned Off) to TankHunter[(Player number of (Triggering player))]
              Else - Actions
            -------- Animation and SFX --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (TankHunter[(Integer A)] has buff Faerie Fire (Player)) Equal to False
              Then - Actions
                Animation - Play TankHunter[(Player number of (Triggering player))]'s walk animation
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 1 (Red)
                  Then - Actions
                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                    Set EngineSound[(Player number of (Triggering player))] = No sound
                    Sound - Play TankMove01 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 2 (Blue)
                      Then - Actions
                        Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                        Set EngineSound[(Player number of (Triggering player))] = No sound
                        Sound - Play TankMove02 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                        Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 3 (Teal)
                          Then - Actions
                            Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                            Set EngineSound[(Player number of (Triggering player))] = No sound
                            Sound - Play TankMove03 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                            Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 4 (Purple)
                              Then - Actions
                                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                Set EngineSound[(Player number of (Triggering player))] = No sound
                                Sound - Play TankMove04 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 5 (Yellow)
                                  Then - Actions
                                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                    Set EngineSound[(Player number of (Triggering player))] = No sound
                                    Sound - Play TankMove05 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                                  Else - Actions
              Else - Actions
                Animation - Play TankHunter[(Player number of (Triggering player))]'s stand animation
          Else - Actions
      Else - Actions
Accelerate Release
  Events
    Player - Player 1 (Red) Releases the Up Arrow key
    Player - Player 2 (Blue) Releases the Up Arrow key
    Player - Player 3 (Teal) Releases the Up Arrow key
    Player - Player 4 (Purple) Releases the Up Arrow key
    Player - Player 5 (Yellow) Releases the Up Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AccelerateActive[(Player number of (Triggering player))] Equal to 1.00
          Then - Actions
            Set AccelerateActive[(Player number of (Triggering player))] = 0.00
            -------- Animation and SFX --------
            Animation - Play TankHunter[(Player number of (Triggering player))]'s stand animation
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 1 (Red)
              Then - Actions
                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                Set EngineSound[(Player number of (Triggering player))] = No sound
                Sound - Play TankIdle01 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 2 (Blue)
                  Then - Actions
                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                    Set EngineSound[(Player number of (Triggering player))] = No sound
                    Sound - Play TankIdle02 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 3 (Teal)
                      Then - Actions
                        Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                        Set EngineSound[(Player number of (Triggering player))] = No sound
                        Sound - Play TankIdle03 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                        Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 4 (Purple)
                          Then - Actions
                            Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                            Set EngineSound[(Player number of (Triggering player))] = No sound
                            Sound - Play TankIdle04 <gen> at 100.00% volume, attached to TankHunter[(Player number of (Triggering player))]
                            Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 5 (Yellow)
                              Then - Actions
                                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                Set EngineSound[(Player number of (Triggering player))] = No sound
                                Sound - Play TankIdle05 <gen> at 100.00% volume, attached to TankHunter[(Player number of (Triggering player))]
                                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                              Else - Actions
          Else - Actions
      Else - Actions
Decelerate Pressed
  Events
    Player - Player 1 (Red) Presses the Down Arrow key
    Player - Player 2 (Blue) Presses the Down Arrow key
    Player - Player 3 (Teal) Presses the Down Arrow key
    Player - Player 4 (Purple) Presses the Down Arrow key
    Player - Player 5 (Yellow) Presses the Down Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            DecelerateActive[(Player number of (Triggering player))] Equal to 0.00
          Then - Actions
            Set DecelerateActive[(Player number of (Triggering player))] = 1.00
            -------- Replacing Accuracy Icons --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AimNotifTriggered[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Set AimNotifTriggered[(Player number of (Triggering player))] = 0
                Unit - Remove Aiming (Turned Off) from TankHunter[(Player number of (Triggering player))]
                Unit - Add Aiming to TankHunter[(Player number of (Triggering player))]
                Unit - Remove Fully Aimed from TankHunter[(Player number of (Triggering player))]
                Unit - Add Fully Aimed (Turned Off) to TankHunter[(Player number of (Triggering player))]
              Else - Actions
            -------- Animation and SFX --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (TankHunter[(Integer A)] has buff Faerie Fire (Player)) Equal to False
              Then - Actions
                Animation - Play TankHunter[(Player number of (Triggering player))]'s walk alternate animation
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 1 (Red)
                  Then - Actions
                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                    Set EngineSound[(Player number of (Triggering player))] = No sound
                    Sound - Play TankMove01 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 2 (Blue)
                      Then - Actions
                        Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                        Set EngineSound[(Player number of (Triggering player))] = No sound
                        Sound - Play TankMove02 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                        Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 3 (Teal)
                          Then - Actions
                            Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                            Set EngineSound[(Player number of (Triggering player))] = No sound
                            Sound - Play TankMove03 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                            Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 4 (Purple)
                              Then - Actions
                                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                Set EngineSound[(Player number of (Triggering player))] = No sound
                                Sound - Play TankMove04 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 5 (Yellow)
                                  Then - Actions
                                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                    Set EngineSound[(Player number of (Triggering player))] = No sound
                                    Sound - Play TankMove05 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                                  Else - Actions
              Else - Actions
                Animation - Play TankHunter[(Player number of (Triggering player))]'s stand animation
          Else - Actions
      Else - Actions
Decelerate Release
  Events
    Player - Player 1 (Red) Releases the Down Arrow key
    Player - Player 2 (Blue) Releases the Down Arrow key
    Player - Player 3 (Teal) Releases the Down Arrow key
    Player - Player 4 (Purple) Releases the Down Arrow key
    Player - Player 5 (Yellow) Releases the Down Arrow key
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (TankHunter[(Player number of (Triggering player))] is alive) Equal to True
        (TankHunter[(Player number of (Triggering player))] is paused) Not equal to True
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            DecelerateActive[(Player number of (Triggering player))] Equal to 1.00
          Then - Actions
            Set DecelerateActive[(Player number of (Triggering player))] = 0.00
            -------- Animation and SFX --------
            Animation - Play TankHunter[(Player number of (Triggering player))]'s stand animation
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 1 (Red)
              Then - Actions
                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                Set EngineSound[(Player number of (Triggering player))] = No sound
                Sound - Play TankIdle01 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 2 (Blue)
                  Then - Actions
                    Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                    Set EngineSound[(Player number of (Triggering player))] = No sound
                    Sound - Play TankIdle02 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                    Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 3 (Teal)
                      Then - Actions
                        Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                        Set EngineSound[(Player number of (Triggering player))] = No sound
                        Sound - Play TankIdle03 <gen> at 100% volume, attached to TankHunter[(Player number of (Triggering player))]
                        Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 4 (Purple)
                          Then - Actions
                            Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                            Set EngineSound[(Player number of (Triggering player))] = No sound
                            Sound - Play TankIdle04 <gen> at 100.00% volume, attached to TankHunter[(Player number of (Triggering player))]
                            Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Owner of TankHunter[(Player number of (Triggering player))]) Equal to Player 5 (Yellow)
                              Then - Actions
                                Sound - Stop EngineSound[(Player number of (Triggering player))] Immediately
                                Set EngineSound[(Player number of (Triggering player))] = No sound
                                Sound - Play TankIdle05 <gen> at 100.00% volume, attached to TankHunter[(Player number of (Triggering player))]
                                Set EngineSound[(Player number of (Triggering player))] = (Last played sound)
                              Else - Actions
          Else - Actions
      Else - Actions
Dust VFX
  Events
    Time - Every 0.15 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Acceleration[(Integer A)] Not equal to 0.00) or (TurnRate[(Integer A)] Not equal to 0.00)
            (Commander[(Integer A)] slot status) Equal to Is playing
            (TankHunter[(Integer A)] is alive) Equal to True
            (TankHunter[(Integer A)] has buff Faerie Fire (Player)) Equal to False
          Then - Actions
            Unit - Create 1 Dust for Neutral Passive at ((Position of TankHunter[(Integer A)]) offset by 35.00 towards ((Facing of TankHunter[(Integer A)]) + 90.00) degrees) facing Default building facing degrees
            Animation - Change (Last created unit)'s animation speed to 160.00% of its original speed
            Unit - Kill (Last created unit)
            Unit - Create 1 Dust for Neutral Passive at ((Position of TankHunter[(Integer A)]) offset by 35.00 towards ((Facing of TankHunter[(Integer A)]) + 270.00) degrees) facing Default building facing degrees
            Animation - Change (Last created unit)'s animation speed to 160.00% of its original speed
            Unit - Kill (Last created unit)
          Else - Actions
Additional effects when Tank gets hit or destroyed
Death VFX
  Events
    Unit - A unit Dies
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Dying unit)) Not equal to HE Shell
        (Unit-type of (Dying unit)) Not equal to Explosion
        (Unit-type of (Dying unit)) Not equal to Dust
        (Unit-type of (Dying unit)) Not equal to Stag
        (Unit-type of (Dying unit)) Not equal to Dummy Caster
        (Unit-type of (Dying unit)) Not equal to Siege Engine
      Then - Actions
        Unit - Create 1 Explosion for Neutral Passive at (Position of (Dying unit)) facing (Facing of (Dying unit)) degrees
        Animation - Change (Last created unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
        Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
      Else - Actions
Ping
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Position Broadcast
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AccelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk animation
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DecelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk alternate animation
      Else - Actions
    Sound - Play Ping <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) is an ally of (Owner of (Casting unit))) Equal to True
          Then - Actions
            Player Group - Add (Picked player) to Ping
          Else - Actions
    Cinematic - Ping minimap for Ping at (Position of TankHunter[(Player number of (Owner of (Casting unit)))]) for 5.00 seconds, using a Simple ping of color (10.00%, 100%, 100%)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_A_1 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at A-1|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_A_2 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at A-2|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_A_3 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at A-3|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_A_4 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at A-4|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_B_1 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at B-1|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_B_2 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at B-2|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_B_3 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at B-3|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_B_4 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at B-4|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_C_1 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at C-1|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_C_2 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at C-2|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_C_3 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at C-3|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_C_4 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at C-4|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_D_1 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at D-1|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_D_2 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at D-2|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_D_3 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at D-3|r))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Quadrand_D_4 <gen> contains TankHunter[(Player number of (Owner of (Casting unit)))]) Equal to True
      Then - Actions
        Game - Display to Ping for 15.00 seconds the text: (|c0000FFFF + ((Name of (Owner of (Casting unit))) + broadcasts its position at D-4|r))
      Else - Actions
    Player Group - Remove all players from Ping
Enemy Broadcast
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Radar Scan
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AccelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk animation
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DecelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk alternate animation
      Else - Actions
    Player Group - Add (Owner of (Casting unit)) to Ping
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GM_HuntingSeasonOn Equal to 1
      Then - Actions
        Unit Group - Pick every unit in StagUG and do (Actions)
          Loop - Actions
            Cinematic - Ping minimap for Ping at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 10.00%, 10.00%)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GM_TankHuntedOn Equal to 1
      Then - Actions
        Unit Group - Pick every unit in SU85s and do (Actions)
          Loop - Actions
            Cinematic - Ping minimap for Ping at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 10.00%, 10.00%)
      Else - Actions
    Game - Display to Ping for 15.00 seconds the text: |c00FF0000 Targets Located|r
    Player Group - Remove all players from Ping
Damage Control Kit
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Damage Control
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AccelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk animation
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DecelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s walk alternate animation
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has buff Acid Bomb) Equal to True
      Then - Actions
        Unit - Remove Acid Bomb buff from (Casting unit)
        Player Group - Add (Owner of (Casting unit)) to String
        Game - Display to String for 15.00 seconds the text: |c00FF0000 Fire extinguished.|r
        Player Group - Remove all players from String
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Casting unit) has buff Faerie Fire (Player)) Equal to True
      Then - Actions
        Unit - Remove Faerie Fire (Player) buff from (Casting unit)
        Player Group - Add (Owner of (Casting unit)) to String
        Game - Display to String for 15.00 seconds the text: |c00FF0000 Tank Tracks repaired.|r
        Player Group - Remove all players from String
      Else - Actions
Fire
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Fire HE
  Actions
    -------- Animation --------
    Animation - Play TankHunter[(Player number of (Owner of (Casting unit)))]'s attack animation
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AccelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Queue TankHunter[(Player number of (Owner of (Casting unit)))]'s walk animation
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DecelerateActive[(Player number of (Owner of (Casting unit)))] Equal to 1.00
      Then - Actions
        Animation - Queue TankHunter[(Player number of (Owner of (Casting unit)))]'s walk alternate animation
      Else - Actions
    -------- Declaration and Firing --------
    Set AccuracyCheck[(Player number of (Owner of (Casting unit)))] = AccuracyAim[(Player number of (Owner of (Casting unit)))]
    Unit - Create 1 HE Shell for Commander[(Player number of (Owner of (Casting unit)))] at ((Position of TankHunter[(Player number of (Owner of (Casting unit)))]) offset by 100.00 towards (Facing of TankHunter[(Player number of (Owner of (Casting unit)))]) degrees) facing ((Facing of TankHunter[(Player number of (Owner of (Casting unit)))]) + (Random real number between (AccuracyAim[(Player number of (Owner of (Casting unit)))] x -1.00) and AccuracyAim[(Player number of (Owner of (Casting unit)))])) degrees
    -------- Declaring Unit as Shell --------
    Set TankHunterShell[(Player number of (Owner of (Casting unit)))] = (Last created unit)
    Unit - Add Storm Crow Form to (Last created unit)
    Animation - Change (Last created unit) flying height to 50.00 at 1000000000.00
    Unit - Remove Storm Crow Form from (Last created unit)
    Animation - Change (Last created unit)'s animation speed to 0.00% of its original speed
    Unit - Turn collision for (Last created unit) Off
    Unit Group - Add (Last created unit) to ShellsUG
    -------- Startling nearby stags --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GM_HuntingSeasonOn Equal to 1
      Then - Actions
        Unit Group - Pick every unit in (Units within 1800.00 of (Position of TankHunter[(Player number of (Owner of (Casting unit)))])) and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Picked unit) is in StagUG) Equal to True
                ((Picked unit) is alive) Equal to True
              Then - Actions
                Unit - Order (Picked unit) to Move To (Random point in (Playable map area))
              Else - Actions
      Else - Actions
    Set ShellActive[(Player number of (Owner of (Casting unit)))] = 1.00
This trigger functions the propulsion of the Shell that was fired by your tank
Shell Movement
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ShellActive[(Integer A)] Equal to 1.00
          Then - Actions
            -------- Shell Propulsion --------
            Unit - Move TankHunterShell[(Integer A)] instantly to ((Position of TankHunterShell[(Integer A)]) offset by 70.00 towards (Facing of TankHunterShell[(Integer A)]) degrees), facing (Facing of TankHunterShell[(Integer A)]) degrees
            -------- Checking if collision with the shell is a tree --------
            Destructible - Pick every destructible within 50.00 of (Position of TankHunterShell[(Integer A)]) and do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Picked destructible) is alive) Equal to True
                  Then - Actions
                    -------- Blast Radius --------
                    Destructible - Pick every destructible within 250.00 of (Position of TankHunterShell[(Integer A)]) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Picked destructible) is alive) Equal to True
                          Then - Actions
                            Destructible - Kill (Picked destructible)
                          Else - Actions
                    Unit Group - Pick every unit in (Units within 250.00 of (Position of TankHunterShell[(Integer A)])) and do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            ((Picked unit) is in ShellsUG) Equal to False
                            ((Picked unit) is alive) Equal to True
                          Then - Actions
                            -------- Damage Output --------
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                AccuracyCheck[(Integer A)] Equal to 0.00
                              Then - Actions
                                Set Damage[(Integer A)] = (Random integer number between 200 and 700)
                                Unit - Cause TankHunter[(Integer A)] to damage (Picked unit), dealing (Real(Damage[(Integer A)])) damage of attack type Chaos and damage type Normal
                              Else - Actions
                                Set Damage[(Integer A)] = (Random integer number between 50 and 500)
                                Unit - Cause TankHunter[(Integer A)] to damage (Picked unit), dealing (Real(Damage[(Integer A)])) damage of attack type Chaos and damage type Normal
                            -------- Debuff Probabilities (Tank Tracks, Ignition) --------
                            Set BuffFireProbability[(Integer A)] = (Random integer number between 1 and 5)
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                BuffFireProbability[(Integer A)] Equal to 1
                              Then - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Unit-type of (Picked unit)) Not equal to Stag
                                  Then - Actions
                                    Unit - Create 1 Dummy Caster for Commander[(Integer A)] at (Position of (Picked unit)) facing Default building facing degrees
                                    Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                    Unit - Add Ignition to (Last created unit)
                                    Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Picked unit)
                                    -------- String Notice --------
                                    Player Group - Add Commander[(Integer A)] to String
                                    Game - Display to String for 5.00 seconds the text: |c00FF0000 Target is on Fire!|r
                                    Player Group - Remove all players from String
                                  Else - Actions
                              Else - Actions
                            Set BuffTracksDestroyedProbability[(Integer A)] = (Random integer number between 1 and 5)
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                BuffTracksDestroyedProbability[(Integer A)] Equal to 1
                              Then - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    BuffFireProbability[(Integer A)] Equal to 1
                                    (Unit-type of (Picked unit)) Not equal to Stag
                                  Then - Actions
                                    Unit - Create 1 Dummy Caster for Commander[(Integer A)] at (Position of (Picked unit)) facing Default building facing degrees
                                    Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                    Unit - Add Blown Tank Tracks (To AI) to (Last created unit)
                                    Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                    Player Group - Add Commander[(Integer A)] to String
                                    Game - Display to String for 5.00 seconds the text: |c00FF0000 Target's tracks are destroyed!|r
                                    Player Group - Remove all players from String
                                  Else - Actions
                              Else - Actions
                            -------- String Notice --------
                            Player Group - Add Commander[(Integer A)] to String
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Picked unit) Not equal to TankHunter[1]
                                (Picked unit) Not equal to TankHunter[2]
                                (Picked unit) Not equal to TankHunter[3]
                                (Picked unit) Not equal to TankHunter[4]
                                (Picked unit) Not equal to TankHunter[5]
                                (Unit-type of (Picked unit)) Not equal to Stag
                              Then - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    Damage[(Integer A)] Greater than or equal to 400
                                  Then - Actions
                                    Game - Display to String for 5.00 seconds the text: (|c00FF0000 Target Hit! + ((String(Damage[(Integer A)])) + Critical Damage!|r))
                                  Else - Actions
                                    Game - Display to String for 5.00 seconds the text: (|c00FF0000 Target Hit! + ((String(Damage[(Integer A)])) + Damage!|r))
                              Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Picked unit) is dead) Equal to True
                                (Unit-type of (Picked unit)) Not equal to JagdPanther
                                (Unit-type of (Picked unit)) Not equal to Stag
                              Then - Actions
                                Game - Display to String for 10.00 seconds the text: |c00FF0000 Target Destroyed!|r
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    ((Picked unit) is in Tanks) Equal to True
                                  Then - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Picked unit) Equal to TankHunter[(Integer A)]
                                      Then - Actions
                                        Game - Display to String for 10.00 seconds the text: |c00FF0000 Self Inflicted Damage!|r
                                      Else - Actions
                                        Game - Display to String for 10.00 seconds the text: |c00FF0000 Friendly Fire!|r
                                  Else - Actions
                            Player Group - Remove all players from String
                            -------- Blowing up a stag --------
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Unit-type of (Picked unit)) Equal to Stag
                              Then - Actions
                                Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
                                Special Effect - Destroy (Last created special effect)
                              Else - Actions
                          Else - Actions
                    -------- Checking for nearby stags in the blast --------
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        GM_HuntingSeasonOn Equal to 1
                      Then - Actions
                        Unit Group - Pick every unit in (Units within 2000.00 of (Position of TankHunterShell[(Integer A)])) and do (Actions)
                          Loop - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Picked unit) is in StagUG) Equal to True
                                ((Picked unit) is alive) Equal to True
                              Then - Actions
                                Unit - Order (Picked unit) to Move To (Random point in (Playable map area))
                              Else - Actions
                      Else - Actions
                    -------- FX and Removing the Shell --------
                    Unit - Create 1 Explosion for Neutral Passive at (Position of TankHunterShell[(Integer A)]) facing (Facing of TankHunterShell[(Integer A)]) degrees
                    Unit - Add Storm Crow Form to (Last created unit)
                    Unit - Remove Storm Crow Form from (Last created unit)
                    Unit - Kill (Last created unit)
                    Unit - Kill TankHunterShell[(Integer A)]
                    Animation - Change TankHunterShell[(Integer A)]'s animation speed to 100% of its original speed
                    Unit Group - Remove TankHunterShell[(Integer A)] from ShellsUG
                    -------- Variable Cleaning --------
                    Set TankHunterShell[(Integer A)] = No unit
                    Set Damage[(Integer A)] = 0
                    Set ShellActive[(Integer A)] = 0.00
                  Else - Actions
            -------- Checking if collision with the shell is a unit --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GM_TankHuntedOn Equal to 1
              Then - Actions
                Unit Group - Pick every unit in (Units within 120.00 of (Position of TankHunterShell[(Integer A)])) and do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        ((Picked unit) is in ShellsUG) Equal to False
                        (Unit-type of (Picked unit)) Not equal to Explosion
                        (Unit-type of (Picked unit)) Not equal to Dust
                        (Unit-type of (Picked unit)) Not equal to Dummy Caster
                        (Unit-type of (Picked unit)) Not equal to Siege Engine
                        ((Picked unit) is alive) Equal to True
                      Then - Actions
                        -------- Blast Radius --------
                        Destructible - Pick every destructible within 250.00 of (Position of TankHunterShell[(Integer A)]) and do (Actions)
                          Loop - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Picked destructible) is alive) Equal to True
                              Then - Actions
                                Destructible - Kill (Picked destructible)
                              Else - Actions
                        Unit Group - Pick every unit in (Units within 250.00 of (Position of TankHunterShell[(Integer A)])) and do (Actions)
                          Loop - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                ((Picked unit) is in ShellsUG) Equal to False
                                ((Picked unit) is alive) Equal to True
                              Then - Actions
                                -------- Damage Output --------
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    AccuracyCheck[(Integer A)] Equal to 0.00
                                  Then - Actions
                                    Set Damage[(Integer A)] = (Random integer number between 200 and 700)
                                    Unit - Cause TankHunter[(Integer A)] to damage (Picked unit), dealing (Real(Damage[(Integer A)])) damage of attack type Chaos and damage type Normal
                                  Else - Actions
                                    Set Damage[(Integer A)] = (Random integer number between 50 and 500)
                                    Unit - Cause TankHunter[(Integer A)] to damage (Picked unit), dealing (Real(Damage[(Integer A)])) damage of attack type Chaos and damage type Normal
                                -------- Debuff Probabilities (Tank Tracks, Ignition) --------
                                Set BuffFireProbability[(Integer A)] = (Random integer number between 1 and 5)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    BuffFireProbability[(Integer A)] Equal to 1
                                  Then - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Picked unit)) Not equal to Stag
                                      Then - Actions
                                        Unit - Create 1 Dummy Caster for Commander[(Integer A)] at (Position of (Picked unit)) facing Default building facing degrees
                                        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                        Unit - Add Ignition to (Last created unit)
                                        Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Picked unit)
                                        -------- String Notice --------
                                        Player Group - Add Commander[(Integer A)] to String
                                        Game - Display to String for 5.00 seconds the text: |c00FF0000 Target is on Fire!|r
                                        Player Group - Remove all players from String
                                      Else - Actions
                                  Else - Actions
                                Set BuffTracksDestroyedProbability[(Integer A)] = (Random integer number between 1 and 5)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    BuffTracksDestroyedProbability[(Integer A)] Equal to 1
                                  Then - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Unit-type of (Picked unit)) Not equal to Stag
                                      Then - Actions
                                        Unit - Create 1 Dummy Caster for Commander[(Integer A)] at (Position of (Picked unit)) facing Default building facing degrees
                                        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                                        Unit - Add Blown Tank Tracks (To AI) to (Last created unit)
                                        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                        Player Group - Add Commander[(Integer A)] to String
                                        Game - Display to String for 5.00 seconds the text: |c00FF0000 Target's tracks are destroyed!|r
                                        Player Group - Remove all players from String
                                      Else - Actions
                                  Else - Actions
                                -------- String Notice --------
                                Player Group - Add Commander[(Integer A)] to String
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Picked unit) Not equal to TankHunter[1]
                                    (Picked unit) Not equal to TankHunter[2]
                                    (Picked unit) Not equal to TankHunter[3]
                                    (Picked unit) Not equal to TankHunter[4]
                                    (Picked unit) Not equal to TankHunter[5]
                                    (Unit-type of (Picked unit)) Not equal to Stag
                                  Then - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        Damage[(Integer A)] Greater than or equal to 400
                                      Then - Actions
                                        Game - Display to String for 5.00 seconds the text: (|c00FF0000 Target Hit! + ((String(Damage[(Integer A)])) + Critical Damage!|r))
                                      Else - Actions
                                        Game - Display to String for 5.00 seconds the text: (|c00FF0000 Target Hit! + ((String(Damage[(Integer A)])) + Damage!|r))
                                  Else - Actions