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Triggers
Target Delusion.w3x
Variables
Initialization
Gold
Build
No attack
Hp
Bounty
No leave
Commands
Multiboard
Kills
Leave
Players
Quest
Leave text
Timer
Aura
Dont Shoot
Load
Unload
Upgrade
Disband
Sell
Waves
Wave 0
Wave 1
Wave 2
Wave 3
Wave 4
Wave 5
Wave 6
Wave 7
Wave 8
Wave 9
Wave 10
Wave 11
Wave 12
Wave 13
Wave 14
Wave 15
Wave 16
Wave 17
Wave 18
Wave 19
Wave 20
Wave 21
Wave 22
Wave 23
Wave 24
Wave 25
Wave 26
Wave 27
Wave 28
Wave 29
Wave 30
Wave 31
Wave 32
Wave 33
Wave 34
Wave 35
Wave 36
Wave 37
Wave 38
Wave 39
Wave 40
Wave 41
Wave 42
Wave 43
Wave 44
Wave 45
Wave 46
Wave 47
Wave 48
Wave 49
Wave 50
Wave 51
Wave 52
Wave 53
Wave 54
Wave 55
Wave 56
Wave 57
Wave 58
Wave 59
Wave 60
Wave 61
Wave 62
Wave 63
Wave 64
Wave 65
Wave 66
Moving
Start move
Move 1
Move 1 Copy 3
Move 1 Copy 4
Move 1 Copy 5
Move 1 Copy 6
Move 1 Copy 6 Copy
Move 1 Copy 6 Copy 2
Move 1 Copy 6 Copy 3
Move 1 Copy 6 Copy 3 Copy
Move 1 Copy 6 Copy 3 Copy 2
Move 1 Copy
Cinematic
Start
end
Boom
Efects
Leave to ship
Boat
Remove boat
Trees
Name
Type
is_array
initial_value
Destroyer_3000
unit
No
Final_units
group
No
HP
integer
No
99
Kills
integer
Yes
LVL_int
integer
No
0
Players
integer
No
Row
integer
No
4
Spot
integer
Yes
4
Workes_leaver
unit
Yes
Gold
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
Player - Add 400 to (Picked player) . Current gold
Build
Events
Map initialization
Conditions
Actions
Unit - Order Worker 0094 <gen> to build a |cFF99ee00Destroyer 3000|r Project at (Center of Region_024 <gen>)
No attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to |cFF99ee00Destroyer 3000|r Project
Actions
Unit - Order (Attacking unit) to Stop .
Hp
Events
Unit - A unit enters Region_023 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Kill (Triggering unit)
Set Variable Set HP = (HP - 1)
Game - Display to (All players) the text: (|cFFcc0000Lives left:|r + (String(HP)))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(HP))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HP Less than or equal to 0
Then - Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 11 (Dark Green)
No leave
Events
Unit - A unit enters Dont_come_here <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0004 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013 <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0092 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0100 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy_2 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy_2 <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0104 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy_3 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy_3 <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0108 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy_4 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy_4 <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0112 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy_5 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy_5 <gen>) over 0 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Peasant 0117 <gen>
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_013_Copy_6 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_013_Copy_6 <gen>) over 0 seconds
Else - Actions
Commands
Events
Player - Player 1 (Red) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -air (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -boss (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -air
Then - Actions
Game - Display to (All players) the text: (Air level is every + (|cFFcc00005 + (|r levels + (|cFFcc00005 + (|r - + |cFFcc000055|r.)))))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -boss
Then - Actions
Game - Display to (All players) the text: (Boss levels =---> + (|cFFcc0000 + (58 + (|r + ( - + (|cFFcc000066 + |r.))))))
Else - Actions
Multiboard
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and (Players + 3) rows, titled Killboard .
Multiboard - Set the display style for (Last created multiboard) item in column 0 , row 0 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 0 to 9.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 0 to 3.00 % of the total screen width
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to Level
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to (String(LVL_int))
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to Lives left =--->
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(HP))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[1] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFFF0303 + ((Name of Player 1 (Red)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFFFF03030|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[2] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF0042ff + ((Name of Player 2 (Blue)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFF0042ff0|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[3] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF1be6d8 + ((Name of Player 3 (Teal)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFF1be6d80|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[4] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF540081 + ((Name of Player 4 (Purple)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFF5400810|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[5] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFffff01 + ((Name of Player 5 (Yellow)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFFffff010|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[6] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFfe8a0e + ((Name of Player 6 (Orange)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFFfe8a0e0|r
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[7] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF20c000 + ((Name of Player 7 (Green)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Row to |cFF20c0000|r
Else - Actions
Multiboard - Show (Last created multiboard)
Kills
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Kills[1] = (Kills[1] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[1] to (|cFFFF0303 + ((String(Kills[1])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Kills[2] = (Kills[2] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[2] to (|cFF0042ff + ((String(Kills[2])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Kills[3] = (Kills[3] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[3] to (|cFF1be6d8 + ((String(Kills[3])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Kills[4] = (Kills[4] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[4] to (|cFF540081 + ((String(Kills[4])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Kills[5] = (Kills[5] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[5] to (|cFFffff01 + ((String(Kills[5])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Kills[6] = (Kills[6] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[6] to (|cFFfe8a0e + ((String(Kills[6])) + |r))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Kills[7] = (Kills[7] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[7] to (|cFF20c000 + ((String(Kills[7])) + |r))
Else - Actions
Leave
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Player - Player 5 (Yellow) leaves the game with a defeat
Player - Player 6 (Orange) leaves the game with a defeat
Player - Player 7 (Green) leaves the game with a defeat
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Conditions
Actions
Set Variable Set Row = "4"
Set Variable Set Players = (Players - 1)
Multiboard - Change the number of rows for (Last created multiboard) to (Players + 3)
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to Level
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to (String(LVL_int))
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to Lives left =--->
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(HP))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 1 (Red)
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[1] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFFF0303 + ((Name of Player 1 (Red)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[1] to (|cFFFF0303 + ((String(Kills[1])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 2 (Blue)
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[2] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF0042ff + ((Name of Player 2 (Blue)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[2] to (|cFF0042ff + ((String(Kills[2])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 3 (Teal)
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[3] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF1be6d8 + ((Name of Player 3 (Teal)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[3] to (|cFF1be6d8 + ((String(Kills[3])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 4 (Purple)
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[4] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF540081 + ((Name of Player 4 (Purple)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[4] to (|cFF540081 + ((String(Kills[4])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 5 (Yellow)
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[5] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFffff01 + ((Name of Player 5 (Yellow)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[5] to (|cFFffff01 + ((String(Kills[5])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 6 (Orange)
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[6] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFFfe8a0e + ((Name of Player 6 (Orange)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[6] to (|cFFfe8a0e + ((String(Kills[6])) + |r))
Set Variable Set Row = (Row + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Not equal to Player 7 (Green)
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Set Variable Set Spot[7] = Row
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Row to (|cFF20c000 + ((Name of Player 7 (Green)) + |r))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row Spot[7] to (|cFF20c000 + ((String(Kills[7])) + |r))
Else - Actions
Players
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Set Variable Set Players = (Players + 1)
Else - Actions
Quest
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Basics with the description Type -air to know air levels. Air levels is every 5 levels from 5 level to 55.Type -boss to know when boss levels starts. Boss can't be hurt much by Siege Tank so use Arrow Tower or Chaos Cyborg to defeat them. , using icon path ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
Leave text
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Game - Display to (All players) the text: (|cFFFF0303 + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Game - Display to (All players) the text: (|cFF0042ff + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Game - Display to (All players) the text: (|cFF1be6d8 + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Game - Display to (All players) the text: (|cFF540081 + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Game - Display to (All players) the text: (|cFFffff01 + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Game - Display to (All players) the text: (|cFFfe8a0e + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 7 (Green)
Then - Actions
Game - Display to (All players) the text: (|cFF20c000 + ((Name of (Triggering player)) + |r is leaving.))
Else - Actions
Timer
Events
Conditions
Actions
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 35.00 seconds
Dont Shoot
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Engineer for (Attacking unit)) Equal to 0
(Level of Amateur Engineer for (Attacking unit)) Equal to 0
(Level of Trained Engineer for (Attacking unit)) Equal to 0
(Level of Veteran Engineer for (Attacking unit)) Equal to 0
(Level of Gun Master for (Attacking unit)) Equal to 0
(Level of Amateur Gun Master for (Attacking unit)) Equal to 0
(Level of Trained Gun Master for (Attacking unit)) Equal to 0
(Level of Veteran Gun Master for (Attacking unit)) Equal to 0
Then - Actions
Unit - Order (Attacking unit) to Stop .
Else - Actions
Load
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Load
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Gun Master
(Level of Gun Master for (Triggering unit)) Equal to 0
(Level of Amateur Gun Master for (Triggering unit)) Equal to 0
(Level of Trained Gun Master for (Triggering unit)) Equal to 0
(Level of Veteran Gun Master for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Gun Master to (Triggering unit)
Unit - Add Speed to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Amateur Gun Master
(Level of Gun Master for (Triggering unit)) Equal to 0
(Level of Amateur Gun Master for (Triggering unit)) Equal to 0
(Level of Trained Gun Master for (Triggering unit)) Equal to 0
(Level of Veteran Gun Master for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Amateur Gun Master to (Triggering unit)
Unit - Add Amateur's Speed to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Trained Gun Master
(Level of Gun Master for (Triggering unit)) Equal to 0
(Level of Amateur Gun Master for (Triggering unit)) Equal to 0
(Level of Veteran Gun Master for (Triggering unit)) Equal to 0
(Level of Trained Gun Master for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Trained Gun Master to (Triggering unit)
Unit - Add Trained Woman's Speed to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Veteran Gun Master
(Level of Gun Master for (Triggering unit)) Equal to 0
(Level of Amateur Gun Master for (Triggering unit)) Equal to 0
(Level of Trained Gun Master for (Triggering unit)) Equal to 0
(Level of Veteran Gun Master for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Veteran Gun Master to (Triggering unit)
Unit - Add Veteran's Speed to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Engineer
(Level of Engineer for (Triggering unit)) Equal to 0
(Level of Amateur Engineer for (Triggering unit)) Equal to 0
(Level of Trained Engineer for (Triggering unit)) Equal to 0
(Level of Veteran Engineer for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Engineer to (Triggering unit)
Unit - Add Engine to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Amateur Engineer
(Level of Engineer for (Triggering unit)) Equal to 0
(Level of Amateur Engineer for (Triggering unit)) Equal to 0
(Level of Trained Engineer for (Triggering unit)) Equal to 0
(Level of Veteran Engineer for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Amateur's Engine to (Triggering unit)
Unit - Add Amateur Engineer to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Trained Engineer
(Level of Engineer for (Triggering unit)) Equal to 0
(Level of Amateur Engineer for (Triggering unit)) Equal to 0
(Level of Trained Engineer for (Triggering unit)) Equal to 0
(Level of Veteran Engineer for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Trained Engineer to (Triggering unit)
Unit - Add Trained Woman's Engine to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Veteran Engineer
(Level of Engineer for (Triggering unit)) Equal to 0
(Level of Amateur Engineer for (Triggering unit)) Equal to 0
(Level of Trained Engineer for (Triggering unit)) Equal to 0
(Level of Veteran Engineer for (Triggering unit)) Equal to 0
Then - Actions
Unit - Add Veteran Engineer to (Triggering unit)
Unit - Add Veteran's Engine to (Triggering unit)
Unit - Remove (Target unit of ability being cast) from the game
Else - Actions
Unload
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Gun Master
Then - Actions
Unit - Remove Speed buff from (Triggering unit)
Unit - Remove Gun Master from (Triggering unit)
Unit - Remove Speed from (Triggering unit)
Unit - Create 1 . Gun Master for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Amateur Gun Master
Then - Actions
Unit - Remove Amateur's Speed buff from (Triggering unit)
Unit - Remove Amateur's Speed from (Triggering unit)
Unit - Remove Amateur Gun Master from (Triggering unit)
Unit - Create 1 . Amateur Gun Master for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Trained Gun Master
Then - Actions
Unit - Remove Trained Woman's Speed buff from (Triggering unit)
Unit - Remove Trained Gun Master from (Triggering unit)
Unit - Remove Trained Woman's Speed from (Triggering unit)
Unit - Create 1 . Trained Gun Master for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Veteran Gun Master
Then - Actions
Unit - Remove Veteran's Speed buff from (Triggering unit)
Unit - Remove Veteran Gun Master from (Triggering unit)
Unit - Remove Veteran's Speed from (Triggering unit)
Unit - Create 1 . Veteran Gun Master for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Engineer
Then - Actions
Unit - Remove Engine buff from (Triggering unit)
Unit - Remove Engineer from (Triggering unit)
Unit - Remove Engine from (Triggering unit)
Unit - Create 1 . Engineer for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Amateur Engineer
Then - Actions
Unit - Remove Amateur's Engine buff from (Triggering unit)
Unit - Remove Amateur Engineer from (Triggering unit)
Unit - Remove Amateur's Engine from (Triggering unit)
Unit - Create 1 . Amateur Engineer for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Trained Engineer
Then - Actions
Unit - Remove Trained Woman's Engine buff from (Triggering unit)
Unit - Remove Trained Engineer from (Triggering unit)
Unit - Remove Trained Woman's Engine from (Triggering unit)
Unit - Create 1 . Trained Engineer for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Veteran Engineer
Then - Actions
Unit - Remove Veteran's Engine buff from (Triggering unit)
Unit - Remove Veteran Engineer from (Triggering unit)
Unit - Remove Veteran's Engine from (Triggering unit)
Unit - Create 1 . Veteran Engineer for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by (100.00, 0.00)) facing Default building facing degrees
Else - Actions
Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Speed) Equal to True
Then - Actions
Unit - Add Speed to (Triggering unit)
Unit - Add Gun Master to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Amateur's Speed) Equal to True
Then - Actions
Unit - Add Amateur Gun Master to (Triggering unit)
Unit - Add Amateur's Speed to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Trained Woman's Speed) Equal to True
Then - Actions
Unit - Add Trained Gun Master to (Triggering unit)
Unit - Add Trained Woman's Speed to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Veteran's Speed) Equal to True
Then - Actions
Unit - Add Veteran's Speed to (Triggering unit)
Unit - Add Veteran Gun Master to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Engine) Equal to True
Then - Actions
Unit - Add Engine to (Triggering unit)
Unit - Add Engineer to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Amateur's Engine) Equal to True
Then - Actions
Unit - Add Amateur's Engine to (Triggering unit)
Unit - Add Amateur Engineer to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Trained Woman's Engine) Equal to True
Then - Actions
Unit - Add Trained Woman's Engine to (Triggering unit)
Unit - Add Trained Engineer to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has buff Veteran's Engine) Equal to True
Then - Actions
Unit - Add Veteran's Engine to (Triggering unit)
Unit - Add Veteran Engineer to (Triggering unit)
Else - Actions
Disband
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Disband
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Engineer
Then - Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Gun Master
Then - Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Amateur Gun Master
Then - Actions
Player - Add 500 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Amateur Engineer
Then - Actions
Player - Add 500 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Trained Engineer
Then - Actions
Player - Add 2000 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Trained Gun Master
Then - Actions
Player - Add 2000 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Veteran Engineer
Then - Actions
Player - Add 5000 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Veteran Gun Master
Then - Actions
Player - Add 5000 to (Owner of (Triggering unit)) . Current gold
Unit - Kill (Target unit of ability being cast)
Else - Actions
Sell
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Sell biulding
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Speed for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Gun Master for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Amateur's Speed for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Amateur Gun Master for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Trained Woman's Speed for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Trained Gun Master for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Veteran's Speed for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Veteran Gun Master for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Engine for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Engineer for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Amateur's Engine for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Amateur Engineer for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Trained Woman's Engine for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Trained Engineer for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Veteran's Engine for (Target unit of ability being cast)) Equal to 1
Then - Actions
Unit - Create 1 Veteran Engineer for (Owner of (Triggering unit)) at ((Position of (Target unit of ability being cast)) offset by (100.00, 0)) facing (Position of (Triggering unit))
Else - Actions
Wave 0
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title First Level
Countdown Timer - Show (Last created timer window)
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 60.00 seconds
Wait 60.00 seconds
Countdown Timer - Destroy (Last created timer window)
Wave 1
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Peon for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Wait 0.50 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Next Level
Countdown Timer - Show (Last created timer window)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 35.00 seconds
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_2 <gen> (ignoring conditions)
Wave 2
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Grunt for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_3 <gen> (ignoring conditions)
Wave 3
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Raider for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_4 <gen> (ignoring conditions)
Wave 4
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tauren for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_5 <gen> (ignoring conditions)
Wave 5
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Wind Rider for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_6 <gen> (ignoring conditions)
Wave 6
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Headhunter for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_7 <gen> (ignoring conditions)
Wave 7
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Demolisher for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_8 <gen> (ignoring conditions)
Wave 8
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_9 <gen> (ignoring conditions)
Wave 9
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Witch Doctor for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_10 <gen> (ignoring conditions)
Wave 10
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Batrider for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_11 <gen> (ignoring conditions)
Wave 11
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Shaman for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_12 <gen> (ignoring conditions)
Wave 12
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Walker for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_13 <gen> (ignoring conditions)
Wave 13
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warlock for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_14 <gen> (ignoring conditions)
Wave 14
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Warlock for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_15 <gen> (ignoring conditions)
Wave 15
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Spirit Wind Rider for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_16 <gen> (ignoring conditions)
Wave 16
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Grunt for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_17 <gen> (ignoring conditions)
Wave 17
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Raider for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_18 <gen> (ignoring conditions)
Wave 18
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Orc Kodo Beast for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_19 <gen> (ignoring conditions)
Wave 19
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Peon for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_20 <gen> (ignoring conditions)
Wave 20
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Frigate for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_21 <gen> (ignoring conditions)
Wave 21
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kodo Beast (Riderless) for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_22 <gen> (ignoring conditions)
Wave 22
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Warchief for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_23 <gen> (ignoring conditions)
Wave 23
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Drak'thul for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_24 <gen> (ignoring conditions)
Wave 24
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Barbed Arachnathid for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_25 <gen> (ignoring conditions)
Wave 25
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bronze Drake for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_26 <gen> (ignoring conditions)
Wave 26
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Centaur Drudge for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_27 <gen> (ignoring conditions)
Wave 27
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Dark Troll Shadow Priest for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_28 <gen> (ignoring conditions)
Wave 28
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Draenei Seer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_29 <gen> (ignoring conditions)
Wave 29
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Eredar Sorcerer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_30 <gen> (ignoring conditions)
Wave 30
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Orc Juggernaught for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_31 <gen> (ignoring conditions)
Wave 31
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Faceless One Terror for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_32 <gen> (ignoring conditions)
Wave 32
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Bloodfiend for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_33 <gen> (ignoring conditions)
Wave 33
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Fel Stalker for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_34 <gen> (ignoring conditions)
Wave 34
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Furbolg Ursa Warrior for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_35 <gen> (ignoring conditions)
Wave 35
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Nether Drake for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_36 <gen> (ignoring conditions)
Wave 36
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sea Giant Hunter for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_37 <gen> (ignoring conditions)
Wave 37
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Gnoll Overseer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_38 <gen> (ignoring conditions)
Wave 38
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Infernal Machine for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_39 <gen> (ignoring conditions)
Wave 39
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Kobold Taskmaster for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_40 <gen> (ignoring conditions)
Wave 40
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Harpy Rogue for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_41 <gen> (ignoring conditions)
Wave 41
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Magnataur Reaver for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_42 <gen> (ignoring conditions)
Wave 42
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Mammoth for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_43 <gen> (ignoring conditions)
Wave 43
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Ogre Magi for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_44 <gen> (ignoring conditions)
Wave 44
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Razormane Brute for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_45 <gen> (ignoring conditions)
Wave 45
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Green Drake for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_46 <gen> (ignoring conditions)
Wave 46
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Sasquatch for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_47 <gen> (ignoring conditions)
Wave 47
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Satyr for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_48 <gen> (ignoring conditions)
Wave 48
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Skeletal Orc for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_49 <gen> (ignoring conditions)
Wave 49
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Stormreaver Hermit for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_50 <gen> (ignoring conditions)
Wave 50
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Red Dragon for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_51 <gen> (ignoring conditions)
Wave 51
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Vile Tormentor for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_52 <gen> (ignoring conditions)
Wave 52
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Giant Sea Turtle for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_53 <gen> (ignoring conditions)
Wave 53
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Tuskarr Healer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_54 <gen> (ignoring conditions)
Wave 54
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Unbroken Rager for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 20.00 seconds
Sound - Play TheHornOfCenarius <gen>
Wait 15.00 seconds
Trigger - Run Wave_55 <gen> (ignoring conditions)
Wave 55
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Black Dragon for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_56 <gen> (ignoring conditions)
Wave 56
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Timber Wolf for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Trigger - Run Wave_57 <gen> (ignoring conditions)
Wave 57
Events
Conditions
Actions
Trigger - Run Timer <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 20 . Jungle Stalker for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 35.00 seconds
Sound - Play SargerasRoar <gen>
Wait 25.00 seconds
Trigger - Run Wave_58 <gen> (ignoring conditions)
Wave 58
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Countdown Timer - Destroy (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Next Boss Level
Countdown Timer - Show (Last created timer window)
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 60.00 seconds
Wait 60.00 seconds
Trigger - Run Wave_59 <gen> (ignoring conditions)
Wave 59
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_60 <gen> (ignoring conditions)
Wave 60
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Tauren Chieftain for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_61 <gen> (ignoring conditions)
Wave 61
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Shadow Hunter for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_62 <gen> (ignoring conditions)
Wave 62
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_63 <gen> (ignoring conditions)
Wave 63
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_64 <gen> (ignoring conditions)
Wave 64
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Blademaster (Possessed) for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_65 <gen> (ignoring conditions)
Wave 65
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Beastmaster for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Wait 60.00 seconds
Trigger - Run Wave_66 <gen> (ignoring conditions)
Wave 66
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_1_Copy <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_1 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_2 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Spawn_3 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_015 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_025 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 5 . Far Seer for Player 11 (Dark Green) at (Center of Region_012 <gen>) facing Default building facing degrees
Else - Actions
Trigger - Run Start_move <gen> (ignoring conditions)
Countdown Timer - Destroy (Last created timer window)
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in Spawn_1_Copy <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Spawn_1 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Spawn_2 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Spawn_3 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Region_015 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Region_025 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Unit Group - Pick every unit in (Units in Region_012 <gen> owned by Player 11 (Dark Green)) and do (Add (Picked unit) to Final_units)
Wait 10.00 seconds
Trigger - Turn on Start <gen>
Trigger - Turn on end <gen>
Start move
Events
Conditions
Actions
Set Variable Set LVL_int = (LVL_int + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to (String(LVL_int))
Unit Group - Pick every unit in (Units in Spawn_1 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_005 <gen>))
Unit Group - Pick every unit in (Units in Spawn_2 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_004 <gen>))
Unit Group - Pick every unit in (Units in Spawn_3 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_016 <gen>))
Unit Group - Pick every unit in (Units in Spawn_1_Copy <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_009 <gen>))
Unit Group - Pick every unit in (Units in Region_015 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_008 <gen>))
Unit Group - Pick every unit in (Units in Region_025 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_023 <gen>))
Unit Group - Pick every unit in (Units in Region_012 <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Move To.(Center of Region_031 <gen>))
Game - Display to (All players) the text: (|cFFcc0000Level + ((String(LVL_int)) + |r))
Move 1
Events
Unit - A unit enters Region_016 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_007 <gen>)
Move 1 Copy 3
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_006 <gen>)
Move 1 Copy 4
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_006 <gen>)
Move 1 Copy 5
Events
Unit - A unit enters Region_009 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_007 <gen>)
Move 1 Copy 6
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_010 <gen>)
Move 1 Copy 6 Copy
Events
Unit - A unit enters Region_008 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_010 <gen>)
Move 1 Copy 6 Copy 2
Events
Unit - A unit enters Region_010 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_023 <gen>)
Move 1 Copy 6 Copy 3
Events
Unit - A unit enters Region_011 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_023 <gen>)
Move 1 Copy 6 Copy 3 Copy
Events
Unit - A unit enters Region_031 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_032 <gen>)
Move 1 Copy 6 Copy 3 Copy 2
Events
Unit - A unit enters Region_032 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_011 <gen>)
Move 1 Copy
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_010 <gen>)
Start
Events
Time - Every 3.00 seconds of game time
Conditions
(Number of units in Final_units) Equal to 0
Actions
Trigger - Turn off Dont_Shoot <gen>
Unit Group - Pick every unit in (Units of type |cFF99ee00Destroyer 3000|r Project) and do (Replace (Picked unit) with a |cFF99ee00Destroyer 3000|r using The new unit's max life and mana)
Unit - Order (Last replaced unit) to Move To . (Center of Region_022 <gen>)
Set Variable Set Destroyer_3000 = (Last replaced unit)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Lock camera target for (Picked player) to Destroyer_3000 , offset by ( 0 , 0 ) using Default rotation
Camera - Set (Picked player) 's camera Distance to target to 2600.00 over 0 seconds
Camera - Set (Picked player) 's camera Angle of attack to 320.00 over 0 seconds
Trigger - Turn off (This trigger)
end
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in Final_units.) Equal to True
Actions
Unit Group - Remove (Triggering unit) from Final_units .
Boom
Events
Unit - A unit enters Region_022 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to |cFF99ee00Destroyer 3000|r
Actions
Unit - Order Destroyer_3000 to Attack . Fortress 0014 <gen>
Wait 3.90 seconds
Unit - Order Destroyer_3000 to Attack . Pig Farm 0040 <gen>
Wait 3.90 seconds
Unit - Order Destroyer_3000 to Attack . Pig Farm 0042 <gen>
Wait 3.90 seconds
Unit - Order Destroyer_3000 to Attack . Pig Farm 0041 <gen>
Wait 5.00 seconds
Player Group - Pick every player in (All players controlled by a User player) and do (Victory (Picked player) (Show dialogs, Show scores))
Efects
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Fortress 0014 <gen>
Then - Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Pig Farm 0040 <gen>
Then - Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Pig Farm 0042 <gen>
Then - Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Pig Farm 0041 <gen>
Then - Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, 200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (-200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (200.00, -200.00)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Else - Actions
Leave to ship
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Workes_leaver[1] = Peasant 0004 <gen>
Unit - Order Peasant 0004 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Workes_leaver[2] = Peasant 0092 <gen>
Unit - Order Peasant 0092 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Workes_leaver[3] = Peasant 0100 <gen>
Unit - Order Peasant 0100 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set Workes_leaver[4] = Peasant 0104 <gen>
Unit - Order Peasant 0104 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Workes_leaver[5] = Peasant 0108 <gen>
Unit - Order Peasant 0108 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Workes_leaver[6] = Peasant 0112 <gen>
Unit - Order Peasant 0112 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Workes_leaver[7] = Peasant 0117 <gen>
Unit - Order Peasant 0117 <gen> to Move To . (Center of Region_027 <gen>)
Else - Actions
Boat
Events
Unit - A unit enters Region_027 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to Workes_leaver[1]
(Triggering unit) Equal to Workes_leaver[2]
(Triggering unit) Equal to Workes_leaver[3]
(Triggering unit) Equal to Workes_leaver[4]
(Triggering unit) Equal to Workes_leaver[5]
(Triggering unit) Equal to Workes_leaver[6]
(Triggering unit) Equal to Workes_leaver[7]
Then - Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Human Battleship for Player 9 (Gray) at (Center of Region_028 <gen>) facing 0.00 degrees
Unit Group - Pick every unit in (Units of type Human Battleship) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of Region_030 <gen>)
Else - Actions
Remove boat
Events
Unit - A unit enters Region_030 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Human Battleship
Actions
Unit - Remove (Triggering unit) from the game
Trees
Events
Unit - A unit enters Region_029 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to |cFF99ee00Destroyer 3000|r
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