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Trigger Viewer

The Derby v1.9.w3x
Variables
Map Initialisation
Set Variables
Unused Slots
Starting Units and Players
RaceMovement
Begin Racing 1
Begin Racing 2
Boost 1
Boost 2
Slide Trigger
Turning Trigger 1
Turning Trigger 2a
Turning Trigger 2b
Collide1Small
Collide1Large
Collide2Small
Collide2Large
Collide3Small
Collide3Large
Collide4Small
Collide4Large
Collide5Small
Collide5Large
Collide6Small
Collide6Large
Collide7Small
Collide7Large
Collide8Small
Collide8Large
Collide9Small
Collide9Large
Collide10Small
Collide10Large
RaceSetup
Buy Enter Race
Begin Race
Complete Lap
Negative Lap
Approach
Finish Race
Race Time Up
Betting
Check Race
Open Betting
Place Bet
TrackVoting
Vote1
Vote2
Vote3
Vote4
Vote5
Vote6
Determine Track
Change Racer
Read Racer
Buy Green Racer
Buy Yellow Racer
Buy Purple Racer
Use Fel Blood
Use Heroes Imbue
Use Revert Racer
Use Dyes
Change At Stables
Add Collision
Other Triggers
Leaver
Sheep Cage
Pig Cage
Sheep Spawn
Remove Sheep
Create Multiboard
Sheep Field Dies
Pig Field Dies
Tunnel Cam On
Tunnel Cam Off
Ramp Cam On
Ramp Cam Off
Cave Cam On
Cave Cam Off
Boulder Cam On
Boulder Cam Off
Toggle Settings
Hint
Send Web
Enter Web
Leave Web
Send Boulder
Enter Boulder
Destroy Boulder
Order Boulder
Gasplode
Uphill Cam On
Uphill Cam Off
Tunnel 1
Tunnel 2
Untitled Trigger 001
Untitled Trigger 001 Copy
--Car Triggers
Car Spawn
CarMove1A
CarMove1A Copy
CarMove1B
CarMove1B Copy
CarMove1C
CarMove1C Copy
CarMove1D
CarMove1D Copy
CarMove2A
CarMove2B
CarMove2C
CarMove2D
CarMove3A
CarMove3B
CarMove3C
CarMove3D
CarMove4A
CarMove4B
CarMove4C
CarMove4D
CarMove5A
CarMove5B
CarMove5C
CarMove5D
CarMove6A
CarMove6B
CarMove6C
CarMove6D
CarMove7A
CarMove7B
CarMove7C
CarMove7D
CarRemove
Jumps
Jump 3
Jump 4a 4b
Jump 5a
Jump 5b
Jump 5c
Jump 6
Jump Stuck
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
function CinematicFilterGenericForPlayer takes player whichPlayer, real duration, blendmode bmode, string tex, real red0, real green0, real blue0, real trans0, real red1, real green1, real blue1, real trans1 returns nothing
    if ( GetLocalPlayer() == whichPlayer ) then
        call SetCineFilterTexture(tex)
        call SetCineFilterBlendMode(bmode)
        call SetCineFilterTexMapFlags(TEXMAP_FLAG_NONE)
        call SetCineFilterStartUV(0, 0, 1, 1)
        call SetCineFilterEndUV(0, 0, 1, 1)
        call SetCineFilterStartColor(PercentTo255(red0), PercentTo255(green0), PercentTo255(blue0), PercentTo255(100-trans0))
        call SetCineFilterEndColor(PercentTo255(red1), PercentTo255(green1), PercentTo255(blue1), PercentTo255(100-trans1))
        call SetCineFilterDuration(duration)
        call DisplayCineFilter(true)
    endif
endfunction
Name Type Is Array Initial Value
AntiDirectionSpeed real No
ApproachCorrect integer Yes
Betting boolean No
BettingStation unit Yes
BonusBoost boolean No
BookedRaces integer Yes
BoostEffect effect Yes
Boosting boolean Yes
BoughtRacer boolean Yes
BoughtUnitsHashtable hashtable No
BoulderCam boolean Yes
CaveCam boolean Yes
Colliding boolean Yes
CollisionAngle real No
Contractor unit No
Controller unit Yes
CountdownBetting timer No
CountdownEnter timer No
CountdownRace timer No
CountdownWindow timerdialog No
CurrentAccel real No
CurrentDirection real Yes
CurrentFacing real Yes
CurrentLaps integer Yes
CurrentSpeed real Yes
DirectionSpeed1 real No
DirectionSpeed2 real No
DyeColorBlue real Yes
DyeColorGreen real Yes
DyeColorRed real Yes
FinalMultiplier real Yes
FinalPosition integer Yes
Finish1 rect Yes
FinishedRace force No
HasVoted boolean Yes
HillCam boolean Yes
HintCounter integer No
Hints string Yes
HintTimer timer No
IndividualAverage real No
IndividualValue real Yes
Ingame force No
InRace force No
ItemTypeRacer itemcode Yes
J real Yes
Jumping boolean Yes
JumpingHeight real Yes
JumpingSpeed real Yes
LapsNeeded integer No
Leavers force No
multiboard multiboard No
multiboardrow integer Yes
n real No
Observing force No
p real No
Pitchcounter integer No
Player unit Yes
PlayerBet integer Yes
PlayerIsAtStart boolean Yes
PlayerIsRacing boolean Yes
PlayersInRace integer No
PlayerValue real Yes
Position string Yes
PositionCounter integer No
PotentialReward integer Yes
PowerValue real No
Race timer No
RaceMusic sound Yes
RaceOn boolean No
Racer unit Yes
RacerAnimationIndex integer Yes
RaceReward integer No
RacerImage string Yes
RacerName string Yes
RacerSound sound Yes
RacerStatAclIncr real Yes
RacerStatAclMin real Yes
RacerStatBoostDecr real Yes
RacerStatBoostDur real Yes
RacerStatBoostIncr real Yes
RacerStatsHashtable hashtable No
RacerStatSpd real Yes
RacerStatTurnControl real Yes
RacerStatTurnDeg real Yes
RacerStatTurnRetain real Yes
RacerType unitcode Yes
RaceTrack integer No
RandomSpeed real Yes
RunAnimIndex integer Yes
SettingDramCam boolean Yes true
SettingHints boolean Yes true
SettingMusic boolean Yes true
SettingRaceControl boolean Yes true
SettingView integer Yes 1
SpecialCam boolean Yes
Stable location Yes
StartingPositionA location Yes
StartingPositionB location Yes
StartingPositionC location Yes
StartingPositionD location Yes
StartingPositionE location Yes
StartingPositionF location Yes
StatAccelIncr real Yes
StatAccelMin real Yes
StatBoostDecr real Yes
StatBoostDura real Yes
StatBoostIncr real Yes
StatConstantAccelIncr real Yes
StatConstantAccelMin real Yes
StatConstantBoostDecr real Yes
StatConstantBoostDur real Yes
StatConstantBoostIncr real Yes
StatConstantSpeed real Yes
StatConstantTurnControl real Yes
StatConstantTurnDeg real Yes
StatConstantTurnRetain real Yes
StatSpeed real Yes
StatTurnControl real Yes
StatTurnDeg real Yes
StatTurnRetain real Yes
StringColor string Yes
tempboolean boolean No
tempinteger integer No
tempinteger2 integer No
temppgroup force No
temppoint location No
temppoint2 location No
temppoint3 location No
temppoint4 location No
temppoint5 location No
tempreal real No
tempreal2 real No
tempugroup group No
tempugroup2 group No
tempunit unit No
TotalBet integer Yes
TotalVotes integer Yes
TransformedBandit boolean Yes
TransformedKodo boolean Yes
TransformedRaider boolean Yes
TransformedSeer boolean Yes
TransformedWizard boolean Yes
Turns real Yes
VoteSpot integer Yes
WebInRegion boolean Yes
Webregion rect Yes
Webspot integer Yes
Winner integer No
x real No
XAccel real No
XLoc real Yes
XSpeed real No
y real No
YAccel real No
YLoc real Yes
YSpeed real No
STATS:
Speed | 1=36, 2=40, 3=44, 4=48,
Accel (Min) | 1=10, 2=12, 3=14, 4=16,
(Incr) | 1=.2, 2=.25, 3=.3, 4=.35,
Turn (Deg) | 1=6, 2=7.2, 3=7.5
(Trns) 1=2, 2=1.8, 3=1.6
Boost (Incr) 1=20, 2=28, 3=36, 4=44
(Decr) 1=5, 2=4.5, 3=4, 4=3.5
(Dur) 1=1.5, 2=2, 3=2.5, 4=3
Set Variables
  Events
    Map initialization
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet DyeColorRed[(Integer A)] = 100.00
        Set VariableSet DyeColorGreen[(Integer A)] = 100.00
        Set VariableSet DyeColorBlue[(Integer A)] = 100.00
    Set VariableSet HintCounter = (Random integer number between 0 and 15)
    Set VariableSet Hints[1] = |cffccccccHINT|r - In racing you don't have to be first to make money. In betting you there is no runner-up reward.
    Set VariableSet Hints[2] = |cffccccccHINT|r - Driving on the dirt at the side of the race track will slow you down.
    Set VariableSet Hints[3] = |cffccccccHINT|r - Boost is enabled 5 seconds after using the Go! ability.
    Set VariableSet Hints[4] = |cffccccccHINT|r - Using Go! quickly after the Gunshot will give you a free starting boost.
    Set VariableSet Hints[5] = |cffccccccHINT|r - The Acceleration stat affects your minimum speed on dirt aswell as your ability to recover it.
    Set VariableSet Hints[6] = |cffccccccHINT|r - The Turning stat affects your racers ability to convert sideway movement into forward.
    Set VariableSet Hints[7] = |cffccccccHINT|r - The Boost stat affects how much speed is gained from boosting and its duration.
    Set VariableSet Hints[8] = |cffccccccHINT|r - The more races a player wins the less the potential reward for betting on them will be.
    Set VariableSet Hints[9] = |cffccccccHINT|r - The player value affects how much the reward for betting on that player is.
    Set VariableSet Hints[10] = |cffccccccHINT|r - Good Turning and Acceleration are needed to win the Figure of 8 Track.
    Set VariableSet Hints[11] = |cffccccccHINT|r - Good Speed and Boost are needed to win the Straight Track.
    Set VariableSet Hints[12] = |cffccccccHINT|r - There are no racers with level 4 Turning or Acceleration.
    Set VariableSet Hints[13] = |cffccccccHINT|r - While under the affects of boost your racer will be less slowed by dirt.
    Set VariableSet Hints[14] = |cffccccccHINT|r - The distance you jump is affected by the speed you hit it at.
    Set VariableSet Hints[15] = |cffccccccHINT|r - You can knock other racers into obstacles to slow them down.
    Set VariableSet Hints[16] = |cffccccccHINT|r - Transforming the Wizard, Bandit or Raider will improve one of their stats.
    Quest - Create a Required quest titled How to Play with the description To enter one of these races you'll first need a horse.Head of the shops and choose one of the starter horses signified by a green rune.Step on a rune and use your item to choose that horse.Then approach the "Contractor", and buy a ticket to enter the next race.When the race begins you'll find yourself on the race track.Use the buttons, arrows or their hotkeys to drive. Depending on your race position you'll get a gold reward at the end of the race.Alternatively you can bet on the racers. Approach the "Betting Station"s, and if one of them is glowing then you can bet on it.You'll win a gold reward if the chosen racer is in first place at the end of the race.You can also vote for a track for the next race by stepping on the white runes.Change your options at the "Options" building.Buy a new racers using the "Shop", or change back to an old one using the "Stables", using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a quest requirement for (Last created quest) with the description This is an endless game, the aim is just to have fun.The game will automatically start regular races.
    Quest - Create a Required quest titled Transformations with the description The Fel Blood can be used on the Raider or Kodo racers. - The Raider will transform into a Fel Raider, its stats are: |cffcc33ccSPEED|r - |cffff9900oo|roo |cffcc33ccACCELERATION|r - |cffcccc00ooo|ro |cffcc33ccTURNING|r - |cffff9900oo|roo |cffcc33ccBOOST|r - |cffff9900oo|roo - The Kodo will transform into a Fel Kodo, its stats are: |cffcc33ccSPEED|r - |cff66ff00oooo|r |cffcc33ccACCELERATION|r - |cff990000o|roo |cffcc33ccTURNING|r - |cffff9900oo|roo |cffcc33ccBOOST|r - |cffff9900oo|roo The Heroes' Imbue can be used on the Wizard, Bandit or Seer racers. - The Wizard will transform into an Archmage, its stats are: |cffcc33ccSPEED|r - |cffff9900oo|roo |cffcc33ccACCELERATION|r - |cffff9900oo|roo |cffcc33ccTURNING|r - |cffff9900oo|roo |cffcc33ccBOOST|r - |cffcccc00ooo|ro - The Bandit will transform into a Bandit Lord, its stats are: |cffcc33ccSPEED|r - |cffcccc00ooo|ro |cffcc33ccACCELERATION|r - |cffff9900oo|roo |cffcc33ccTURNING|r - |cffff9900oo|roo |cffcc33ccBOOST|r - |cffcccc00ooo|ro - The Seer will transform into a Warchief, its stats are: |cffcc33ccSPEED|r - |cffcccc00ooo|ro |cffcc33ccACCELERATION|r - |cffff9900oo|roo |cffcc33ccTURNING|r - |cffff9900oo|roo |cffcc33ccBOOST|r - |cffcccc00ooo|ro, using icon path ReplaceableTextures\CommandButtons\BTNDizzy.blp
    Quest - Create a quest requirement for (Last created quest) with the description Using Fel Blood or Heroes' Imbue can change your racer into a new one, giving him a slightly different model and different stats.
    Quest - Create a Optional quest titled Changes with the description Version 1.3 - First Public ReleaseVersion 1.4 - Choose Starter Horse - Added Stables - Added Options - Changed some Racer Stats - Added Dyes - Altered Stats - Fixed BugsVersion 1.7 - 2 new race tracks - New Slide System - Stat Tweaks - Bug FixesVersion 1.8 - Leaks Reduced - Game-Freeze RemovedVersion 1.9 - Tunnel Stuck Bug Fixed - Jungle Hidden Jump now gives a boost, using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
    Quest - Create a Optional quest titled Testers with the description Beta Players: - PureEvil[PIE] - GoldenDragon - Baby_Murloc - Loopyadam - Oriax (also created the City Track), using icon path ReplaceableTextures\CommandButtons\BTNMassTeleport.blp
    Set VariableSet Contractor = Contractor 0054 <gen>
    Set VariableSet BettingStation[1] = Betting Booth 0000 <gen>
    Set VariableSet BettingStation[2] = Betting Booth 0001 <gen>
    Set VariableSet BettingStation[3] = Betting Booth 0002 <gen>
    Set VariableSet BettingStation[4] = Betting Booth 0003 <gen>
    Set VariableSet BettingStation[5] = Betting Booth 0009 <gen>
    Set VariableSet BettingStation[6] = Betting Booth 0008 <gen>
    Set VariableSet BettingStation[7] = Betting Booth 0007 <gen>
    Set VariableSet BettingStation[8] = Betting Booth 0006 <gen>
    Set VariableSet BettingStation[9] = Betting Booth 0005 <gen>
    Set VariableSet BettingStation[10] = Betting Booth 0004 <gen>
    Set VariableSet Controller[1] = Controller 0094 <gen>
    Set VariableSet Controller[2] = Controller 0095 <gen>
    Set VariableSet Controller[3] = Controller 0096 <gen>
    Set VariableSet Controller[4] = Controller 0097 <gen>
    Set VariableSet Controller[5] = Controller 0098 <gen>
    Set VariableSet Controller[6] = Controller 0099 <gen>
    Set VariableSet Controller[7] = Controller 0100 <gen>
    Set VariableSet Controller[8] = Controller 0101 <gen>
    Set VariableSet Controller[9] = Controller 0103 <gen>
    Set VariableSet Controller[10] = Controller 0104 <gen>
    Set VariableSet Racer[1] = Racer 0010 <gen>
    Set VariableSet Racer[2] = Racer 0011 <gen>
    Set VariableSet Racer[3] = Racer 0012 <gen>
    Set VariableSet Racer[4] = Racer 0013 <gen>
    Set VariableSet Racer[5] = Racer 0014 <gen>
    Set VariableSet Racer[6] = Racer 0015 <gen>
    Set VariableSet Racer[7] = Racer 0016 <gen>
    Set VariableSet Racer[8] = Racer 0017 <gen>
    Set VariableSet Racer[9] = Racer 0018 <gen>
    Set VariableSet Racer[10] = Racer 0019 <gen>
    Set VariableSet Player[1] = Player 0020 <gen>
    Set VariableSet Player[2] = Player 0021 <gen>
    Set VariableSet Player[3] = Player 0022 <gen>
    Set VariableSet Player[4] = Player 0023 <gen>
    Set VariableSet Player[5] = Player 0024 <gen>
    Set VariableSet Player[6] = Player 0025 <gen>
    Set VariableSet Player[7] = Player 0026 <gen>
    Set VariableSet Player[8] = Player 0027 <gen>
    Set VariableSet Player[9] = Player 0028 <gen>
    Set VariableSet Player[10] = Player 0029 <gen>
    Set VariableSet StringColor[1] = |cffff0000
    Set VariableSet StringColor[2] = |cff0000ff
    Set VariableSet StringColor[3] = |cff00ffff
    Set VariableSet StringColor[4] = |cff550088
    Set VariableSet StringColor[5] = |cffffff00
    Set VariableSet StringColor[6] = |cffff8800
    Set VariableSet StringColor[7] = |cff00ff00
    Set VariableSet StringColor[8] = |cffee55bb
    Set VariableSet StringColor[9] = |cff999999
    Set VariableSet StringColor[10] = |cff77bbff
    Set VariableSet StartingPositionA[1] = (Center of Start_A01 <gen>)
    Set VariableSet StartingPositionA[2] = (Center of Start_A02 <gen>)
    Set VariableSet StartingPositionA[3] = (Center of Start_A03 <gen>)
    Set VariableSet StartingPositionA[4] = (Center of Start_A04 <gen>)
    Set VariableSet StartingPositionA[5] = (Center of Start_A05 <gen>)
    Set VariableSet StartingPositionA[6] = (Center of Start_A06 <gen>)
    Set VariableSet StartingPositionA[7] = (Center of Start_A07 <gen>)
    Set VariableSet StartingPositionA[8] = (Center of Start_A08 <gen>)
    Set VariableSet StartingPositionA[9] = (Center of Start_A09 <gen>)
    Set VariableSet StartingPositionA[10] = (Center of Start_A10 <gen>)
    Set VariableSet StartingPositionB[1] = (Center of Start_B01 <gen>)
    Set VariableSet StartingPositionB[2] = (Center of Start_B02 <gen>)
    Set VariableSet StartingPositionB[3] = (Center of Start_B03 <gen>)
    Set VariableSet StartingPositionB[4] = (Center of Start_B04 <gen>)
    Set VariableSet StartingPositionB[5] = (Center of Start_B05 <gen>)
    Set VariableSet StartingPositionB[6] = (Center of Start_B06 <gen>)
    Set VariableSet StartingPositionB[7] = (Center of Start_B07 <gen>)
    Set VariableSet StartingPositionB[8] = (Center of Start_B08 <gen>)
    Set VariableSet StartingPositionB[9] = (Center of Start_B09 <gen>)
    Set VariableSet StartingPositionB[10] = (Center of Start_B10 <gen>)
    Set VariableSet StartingPositionC[1] = (Center of Start_C01 <gen>)
    Set VariableSet StartingPositionC[2] = (Center of Start_C02 <gen>)
    Set VariableSet StartingPositionC[3] = (Center of Start_C03 <gen>)
    Set VariableSet StartingPositionC[4] = (Center of Start_C04 <gen>)
    Set VariableSet StartingPositionC[5] = (Center of Start_C05 <gen>)
    Set VariableSet StartingPositionC[6] = (Center of Start_C06 <gen>)
    Set VariableSet StartingPositionC[7] = (Center of Start_C07 <gen>)
    Set VariableSet StartingPositionC[8] = (Center of Start_C08 <gen>)
    Set VariableSet StartingPositionC[9] = (Center of Start_C09 <gen>)
    Set VariableSet StartingPositionC[10] = (Center of Start_C10 <gen>)
    Set VariableSet StartingPositionD[1] = (Center of Start_D01 <gen>)
    Set VariableSet StartingPositionD[2] = (Center of Start_D02 <gen>)
    Set VariableSet StartingPositionD[3] = (Center of Start_D03 <gen>)
    Set VariableSet StartingPositionD[4] = (Center of Start_D04 <gen>)
    Set VariableSet StartingPositionD[5] = (Center of Start_D05 <gen>)
    Set VariableSet StartingPositionD[6] = (Center of Start_D06 <gen>)
    Set VariableSet StartingPositionD[7] = (Center of Start_D07 <gen>)
    Set VariableSet StartingPositionD[8] = (Center of Start_D08 <gen>)
    Set VariableSet StartingPositionD[9] = (Center of Start_D09 <gen>)
    Set VariableSet StartingPositionD[10] = (Center of Start_D10 <gen>)
    Set VariableSet StartingPositionE[1] = (Center of Start_E01 <gen>)
    Set VariableSet StartingPositionE[2] = (Center of Start_E02 <gen>)
    Set VariableSet StartingPositionE[3] = (Center of Start_E03 <gen>)
    Set VariableSet StartingPositionE[4] = (Center of Start_E04 <gen>)
    Set VariableSet StartingPositionE[5] = (Center of Start_E05 <gen>)
    Set VariableSet StartingPositionE[6] = (Center of Start_E06 <gen>)
    Set VariableSet StartingPositionE[7] = (Center of Start_E07 <gen>)
    Set VariableSet StartingPositionE[8] = (Center of Start_E08 <gen>)
    Set VariableSet StartingPositionE[9] = (Center of Start_E09 <gen>)
    Set VariableSet StartingPositionE[10] = (Center of Start_E10 <gen>)
    Set VariableSet StartingPositionF[1] = (Center of Start_F01 <gen>)
    Set VariableSet StartingPositionF[2] = (Center of Start_F02 <gen>)
    Set VariableSet StartingPositionF[3] = (Center of Start_F03 <gen>)
    Set VariableSet StartingPositionF[4] = (Center of Start_F04 <gen>)
    Set VariableSet StartingPositionF[5] = (Center of Start_F05 <gen>)
    Set VariableSet StartingPositionF[6] = (Center of Start_F06 <gen>)
    Set VariableSet StartingPositionF[7] = (Center of Start_F07 <gen>)
    Set VariableSet StartingPositionF[8] = (Center of Start_F08 <gen>)
    Set VariableSet StartingPositionF[9] = (Center of Start_F09 <gen>)
    Set VariableSet StartingPositionF[10] = (Center of Start_F10 <gen>)
    Set VariableSet Webspot[1] = 1
    Set VariableSet Webspot[2] = 3
    Set VariableSet Webregion[1] = Webtrap_1A <gen>
    Set VariableSet Webregion[2] = Webtrap_1B <gen>
    Set VariableSet Webregion[3] = Webtrap_1C <gen>
    Set VariableSet Webregion[4] = Webtrap_2A <gen>
    Set VariableSet Webregion[5] = Webtrap_2B <gen>
    Set VariableSet Webregion[6] = Webtrap_2C <gen>
    Set VariableSet Position[1] = 1st
    Set VariableSet Position[2] = 2nd
    Set VariableSet Position[3] = 3rd
    Set VariableSet Position[4] = 4th
    Set VariableSet Position[5] = 5th
    Set VariableSet Position[6] = 6th
    Set VariableSet Position[7] = 7th
    Set VariableSet Position[8] = 8th
    Set VariableSet Position[9] = 9th
    Set VariableSet Position[10] = 10th
    Set VariableSet Stable[1] = (Center of Racer_01 <gen>)
    Set VariableSet Stable[2] = (Center of Racer_02 <gen>)
    Set VariableSet Stable[3] = (Center of Racer_03 <gen>)
    Set VariableSet Stable[4] = (Center of Racer_04 <gen>)
    Set VariableSet Stable[5] = (Center of Racer_05 <gen>)
    Set VariableSet Stable[6] = (Center of Racer_06 <gen>)
    Set VariableSet Stable[7] = (Center of Racer_07 <gen>)
    Set VariableSet Stable[8] = (Center of Racer_08 <gen>)
    Set VariableSet Stable[9] = (Center of Racer_09 <gen>)
    Set VariableSet Stable[10] = (Center of Racer_10 <gen>)
    Set VariableSet Finish1[1] = Finish_A <gen>
    Set VariableSet Finish1[2] = Finish_B <gen>
    Set VariableSet Finish1[3] = Finish_C <gen>
    Set VariableSet Finish1[4] = Finish_D <gen>
    Set VariableSet ItemTypeRacer[1] = Wizard/Archmage Racer
    Set VariableSet ItemTypeRacer[2] = Raider/Fel Raider Racer
    Set VariableSet ItemTypeRacer[3] = Bandit/Bandit Lord Racer
    Set VariableSet ItemTypeRacer[4] = Huntress Racer
    Set VariableSet ItemTypeRacer[5] = Warlord Racer
    Set VariableSet ItemTypeRacer[6] = Kodo/Fel Kodo Racer
    Set VariableSet ItemTypeRacer[7] = Undead Racer
    Set VariableSet ItemTypeRacer[8] = Natural Racer
    Set VariableSet ItemTypeRacer[9] = Seer/Warchief Racer
    Set VariableSet ItemTypeRacer[10] = Priestess Racer
    Set VariableSet ItemTypeRacer[11] = Wizard/Archmage Racer
    Set VariableSet ItemTypeRacer[12] = Raider/Fel Raider Racer
    Set VariableSet ItemTypeRacer[13] = Bandit/Bandit Lord Racer
    Set VariableSet ItemTypeRacer[14] = Kodo/Fel Kodo Racer
    Set VariableSet ItemTypeRacer[15] = Seer/Warchief Racer
    Set VariableSet RacerAnimationIndex[1] = 0
    Set VariableSet RacerAnimationIndex[2] = 2
    Set VariableSet RacerAnimationIndex[3] = 0
    Set VariableSet RacerAnimationIndex[4] = 1
    Set VariableSet RacerAnimationIndex[5] = 6
    Set VariableSet RacerAnimationIndex[6] = 10
    Set VariableSet RacerAnimationIndex[7] = 0
    Set VariableSet RacerAnimationIndex[8] = 0
    Set VariableSet RacerAnimationIndex[9] = 2
    Set VariableSet RacerAnimationIndex[10] = 6
    Set VariableSet RacerAnimationIndex[11] = 0
    Set VariableSet RacerAnimationIndex[12] = 2
    Set VariableSet RacerAnimationIndex[13] = 0
    Set VariableSet RacerAnimationIndex[14] = 10
    Set VariableSet RacerAnimationIndex[15] = 2
    Set VariableSet RacerImage[1] = ReplaceableTextures\CommandButtons\BTNBanditMage.blp
    Set VariableSet RacerImage[2] = ReplaceableTextures\CommandButtons\BTNRaider.blp
    Set VariableSet RacerImage[3] = ReplaceableTextures\CommandButtons\BTNBanditLord.blp
    Set VariableSet RacerImage[4] = ReplaceableTextures\CommandButtons\BTNHuntress.blp
    Set VariableSet RacerImage[5] = ReplaceableTextures\CommandButtons\BTNChaosWarlord.blp
    Set VariableSet RacerImage[6] = ReplaceableTextures\CommandButtons\BTNKotoBeast.blp
    Set VariableSet RacerImage[7] = ReplaceableTextures\CommandButtons\BTNHeroDeathKnight.blp
    Set VariableSet RacerImage[8] = ReplaceableTextures\CommandButtons\BTNFurion.blp
    Set VariableSet RacerImage[9] = ReplaceableTextures\CommandButtons\BTNHeroFarseer.blp
    Set VariableSet RacerImage[10] = ReplaceableTextures\CommandButtons\BTNPriestessOfTheMoon.blp
    Set VariableSet RacerImage[11] = ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
    Set VariableSet RacerImage[12] = ReplaceableTextures\CommandButtons\BTNChaosWolfRider.blp
    Set VariableSet RacerImage[13] = ReplaceableTextures\CommandButtons\BTNGarithos.blp
    Set VariableSet RacerImage[14] = ReplaceableTextures\CommandButtons\BTNChaosKotoBeast.blp
    Set VariableSet RacerImage[15] = ReplaceableTextures\CommandButtons\BTNThrall.blp
    Set VariableSet RacerName[1] = Wizard
    Set VariableSet RacerName[2] = Raider
    Set VariableSet RacerName[3] = Bandit
    Set VariableSet RacerName[4] = Huntress
    Set VariableSet RacerName[5] = Warlord
    Set VariableSet RacerName[6] = Kodo
    Set VariableSet RacerName[7] = Undead
    Set VariableSet RacerName[8] = Natural
    Set VariableSet RacerName[9] = Seer
    Set VariableSet RacerName[10] = Priestess
    Set VariableSet RacerName[11] = Archmage
    Set VariableSet RacerName[12] = Fel Raider
    Set VariableSet RacerName[13] = Bandit Lord
    Set VariableSet RacerName[14] = Fel Kodo
    Set VariableSet RacerName[15] = Warchief
    Set VariableSet RacerSound[1] = HeroArchMageReady1 <gen>
    Set VariableSet RacerSound[2] = WolfriderReady1 <gen>
    Set VariableSet RacerSound[3] = KnightYesAttack3 <gen>
    Set VariableSet RacerSound[4] = HuntressYesAttack3 <gen>
    Set VariableSet RacerSound[5] = WarlordYesAttack5 <gen>
    Set VariableSet RacerSound[6] = KotoBeastPissed3 <gen>
    Set VariableSet RacerSound[7] = DeathKnightWhat3 <gen>
    Set VariableSet RacerSound[8] = FurionWhat4 <gen>
    Set VariableSet RacerSound[9] = HeroFarseerReady1 <gen>
    Set VariableSet RacerSound[10] = HeroMoonPriestessReady1 <gen>
    Set VariableSet RacerSound[11] = HeroArchMageWhat1 <gen>
    Set VariableSet RacerSound[12] = WolfriderWarcry1 <gen>
    Set VariableSet RacerSound[13] = GarithosReady1 <gen>
    Set VariableSet RacerSound[14] = KotoBeastPissed3 <gen>
    Set VariableSet RacerSound[15] = ThrallWhat4 <gen>
    Hashtable - Create a hashtable
    Set VariableSet RacerStatsHashtable = (Last created hashtable)
    -------- First Number = Stat Amount, Second Number = Which Stat, Third Number = Which Racer --------
    Set VariableSet RacerType[1] = Racer (Wizard)
    Hashtable - Save 2 as 1 of 1 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 1 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 1 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 1 in (Last created hashtable).
    Set VariableSet RacerType[2] = Racer (Raider)
    Hashtable - Save 1 as 1 of 2 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 2 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 2 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 2 in (Last created hashtable).
    Set VariableSet RacerType[3] = Racer (Bandit)
    Hashtable - Save 3 as 1 of 3 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 3 in (Last created hashtable).
    Hashtable - Save 1 as 3 of 3 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 3 in (Last created hashtable).
    Set VariableSet RacerType[4] = Racer (Huntress)
    Hashtable - Save 3 as 1 of 4 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 4 in (Last created hashtable).
    Hashtable - Save 3 as 3 of 4 in (Last created hashtable).
    Hashtable - Save 1 as 4 of 4 in (Last created hashtable).
    Set VariableSet RacerType[5] = Racer (Warlord)
    Hashtable - Save 2 as 1 of 5 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 5 in (Last created hashtable).
    Hashtable - Save 1 as 3 of 5 in (Last created hashtable).
    Hashtable - Save 3 as 4 of 5 in (Last created hashtable).
    Set VariableSet RacerType[6] = Racer (Kodo)
    Hashtable - Save 3 as 1 of 6 in (Last created hashtable).
    Hashtable - Save 1 as 2 of 6 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 6 in (Last created hashtable).
    Hashtable - Save 3 as 4 of 6 in (Last created hashtable).
    Set VariableSet RacerType[7] = Racer (Undead)
    Hashtable - Save 3 as 1 of 7 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 7 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 7 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 7 in (Last created hashtable).
    Set VariableSet RacerType[8] = Racer (Natural)
    Hashtable - Save 2 as 1 of 8 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 8 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 8 in (Last created hashtable).
    Hashtable - Save 4 as 4 of 8 in (Last created hashtable).
    Set VariableSet RacerType[9] = Racer (Seer)
    Hashtable - Save 2 as 1 of 9 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 9 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 9 in (Last created hashtable).
    Hashtable - Save 3 as 4 of 9 in (Last created hashtable).
    Set VariableSet RacerType[10] = Racer (Priestess)
    Hashtable - Save 3 as 1 of 10 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 10 in (Last created hashtable).
    Hashtable - Save 3 as 3 of 10 in (Last created hashtable).
    Hashtable - Save 1 as 4 of 10 in (Last created hashtable).
    Set VariableSet RacerType[11] = Racer (Archmage)
    Hashtable - Save 2 as 1 of 11 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 11 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 11 in (Last created hashtable).
    Hashtable - Save 3 as 4 of 11 in (Last created hashtable).
    Set VariableSet RacerType[12] = Racer (FelRaider)
    Hashtable - Save 2 as 1 of 12 in (Last created hashtable).
    Hashtable - Save 3 as 2 of 12 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 12 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 12 in (Last created hashtable).
    Set VariableSet RacerType[13] = Racer (Garithos)
    Hashtable - Save 3 as 1 of 13 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 13 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 13 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 13 in (Last created hashtable).
    Set VariableSet RacerType[14] = Racer (FelKodo)
    Hashtable - Save 4 as 1 of 14 in (Last created hashtable).
    Hashtable - Save 1 as 2 of 14 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 14 in (Last created hashtable).
    Hashtable - Save 2 as 4 of 14 in (Last created hashtable).
    Set VariableSet RacerType[15] = Racer (Thrall)
    Hashtable - Save 3 as 1 of 15 in (Last created hashtable).
    Hashtable - Save 2 as 2 of 15 in (Last created hashtable).
    Hashtable - Save 2 as 3 of 15 in (Last created hashtable).
    Hashtable - Save 3 as 4 of 15 in (Last created hashtable).
    -------- --------
    Set VariableSet StatConstantSpeed[1] = 22.50
    Set VariableSet StatConstantSpeed[2] = 25.00
    Set VariableSet StatConstantSpeed[3] = 27.50
    Set VariableSet StatConstantSpeed[4] = 30.00
    Set VariableSet StatConstantAccelMin[1] = 6.25
    Set VariableSet StatConstantAccelMin[2] = 7.50
    Set VariableSet StatConstantAccelMin[3] = 8.75
    Set VariableSet StatConstantAccelIncr[1] = 0.20
    Set VariableSet StatConstantAccelIncr[2] = 0.25
    Set VariableSet StatConstantAccelIncr[3] = 0.30
    Set VariableSet StatConstantTurnDeg[1] = 5.00
    Set VariableSet StatConstantTurnDeg[2] = 5.63
    Set VariableSet StatConstantTurnDeg[3] = 6.00
    Set VariableSet StatConstantTurnControl[1] = 30.00
    Set VariableSet StatConstantTurnControl[2] = 20.00
    Set VariableSet StatConstantTurnControl[3] = 10.00
    Set VariableSet StatConstantTurnRetain[1] = 40.00
    Set VariableSet StatConstantTurnRetain[2] = 30.00
    Set VariableSet StatConstantTurnRetain[3] = 20.00
    Set VariableSet StatConstantBoostIncr[1] = 12.00
    Set VariableSet StatConstantBoostIncr[2] = 16.00
    Set VariableSet StatConstantBoostIncr[3] = 20.00
    Set VariableSet StatConstantBoostIncr[4] = 24.00
    Set VariableSet StatConstantBoostDecr[1] = 0.20
    Set VariableSet StatConstantBoostDecr[2] = 0.15
    Set VariableSet StatConstantBoostDecr[3] = 0.10
    Set VariableSet StatConstantBoostDecr[4] = 0.05
    Set VariableSet StatConstantBoostDur[1] = 1.50
    Set VariableSet StatConstantBoostDur[2] = 2.00
    Set VariableSet StatConstantBoostDur[3] = 2.50
    Set VariableSet StatConstantBoostDur[4] = 3.00
    -------- --------
    Hashtable - Create a hashtable
    Set VariableSet BoughtUnitsHashtable = (Last created hashtable)
    -------- First Boolean = Has Bought it, First Number = Player Number, 2nd Number = Racer number --------
    Wait 1.00 seconds
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        For each (Integer B) from 1 to 15, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of Racer[(Integer A)]) Equal to RacerType[(Integer B)]
              Then - Actions
                Set VariableSet StatSpeed[(Integer A)] = StatConstantSpeed[(Load 1 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatAccelMin[(Integer A)] = StatConstantAccelMin[(Load 2 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatAccelIncr[(Integer A)] = StatConstantAccelIncr[(Load 2 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatTurnDeg[(Integer A)] = StatConstantTurnDeg[(Load 3 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatTurnControl[(Integer A)] = StatConstantTurnControl[(Load 3 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatTurnRetain[(Integer A)] = StatConstantTurnRetain[(Load 3 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatBoostIncr[(Integer A)] = StatConstantBoostIncr[(Load 4 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatBoostDura[(Integer A)] = StatConstantBoostDur[(Load 4 of (Integer B) from RacerStatsHashtable.)]
                Set VariableSet StatBoostDecr[(Integer A)] = StatConstantBoostDecr[(Load 4 of (Integer B) from RacerStatsHashtable.)]
              Else - Actions
Unused Slots
  Events
    Map initialization
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                ((Player((Integer A))) slot status) Equal to Is unused
                ((Player((Integer A))) controller) Equal to Computer
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Player((Integer A))) of type Player) and do (Remove (Picked unit) from the game)
            Unit Group - Pick every unit in (Units owned by (Player((Integer A))) of type Racer (Wizard)) and do (Remove (Picked unit) from the game)
          Else - Actions
Starting Units and Players
  Events
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Betting Booth) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Player - Set (Player((Integer A))).Current gold to 75
    Wait 0.05 seconds
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet PlayerValue[(Integer A)] = 0.00
        Player - Make (Player((Integer A))) treat Player 11 (Dark Green) as an Ally with shared vision
        Player - Make (Player((Integer A))) treat Player 12 (Brown) as an Ally with shared vision
        Player - Make Player 11 (Dark Green) treat (Player((Integer A))) as an Ally with shared vision
        Player - Make Player 12 (Brown) treat (Player((Integer A))) as an Ally with shared vision
        Unit - Pause Racer[(Integer A)]
        Unit - Pause Controller[(Integer A)]
        Unit - Change color of Controller[(Integer A)] to Maroon
    Countdown Timer - Start CountdownEnter as a One-shot timer that will expire in 90.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Enter Race
    Set VariableSet CountdownWindow = (Last created timer window)
    Countdown Timer - Show (Last created timer window)
    Countdown Timer - Start HintTimer as a One-shot timer that will expire in 45.00 seconds
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Sound - Stop music Immediately
    Set VariableSet tempugroup = (Units of type Sheep (Large))
    Custom script: call DestroyGroup (udg_tempugroup)
    Environment - Set sky to Lordaeron Summer Sky
    Animation - Play Shredder 0112 <gen>'s work (animationname) animation
    Animation - Change Shredder 0112 <gen>'s animation speed to 200.00% of its original speed
    Animation - Play Barracks 0119 <gen>'s work (animationname) animation
    Set VariableSet tempinteger = (Random integer number between 1 and 7)
Begin Racing 1
  Events
    Unit - A unit Begins casting an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Ability being cast) Equal to Go! (Hotkey)
            (Ability being cast) Equal to Go! (Arrow)
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerIsAtStart[(Player number of (Owner of (Triggering unit)))] Equal to True
            (Casting unit) Equal to Controller[(Player number of (Owner of (Triggering unit)))]
          Then - Actions
            Set VariableSet PlayerIsAtStart[(Player number of (Owner of (Triggering unit)))] = False
            Set VariableSet PlayerIsRacing[(Player number of (Owner of (Triggering unit)))] = True
            Custom script: call SetUnitAnimationByIndex(udg_Racer[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))],udg_RunAnimIndex[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BonusBoost Equal to True
              Then - Actions
                Unit - Set mana of Controller[(Player number of (Owner of (Triggering unit)))] to 34.00%
                Unit - Order Controller[(Player number of (Owner of (Triggering unit)))] to Night Elf Druid Of The Claw - Roar.
              Else - Actions
            Wait 5.00 seconds
            Unit - Set mana of Controller[(Player number of (Owner of (Triggering unit)))] to 100.00%
          Else - Actions
      Else - Actions
Begin Racing 2
  Events
    Player - Player 1 (Red) Presses the Up Arrow key
    Player - Player 2 (Blue) Presses the Up Arrow key
    Player - Player 3 (Teal) Presses the Up Arrow key
    Player - Player 4 (Purple) Presses the Up Arrow key
    Player - Player 5 (Yellow) Presses the Up Arrow key
    Player - Player 6 (Orange) Presses the Up Arrow key
    Player - Player 7 (Green) Presses the Up Arrow key
    Player - Player 8 (Pink) Presses the Up Arrow key
    Player - Player 9 (Gray) Presses the Up Arrow key
    Player - Player 10 (Light Blue) Presses the Up Arrow key
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            SettingRaceControl[(Player number of (Triggering player))] Equal to False
            (Triggering player) Equal to (Player((Integer A)))
            Or - Any (Conditions) are true
              Conditions
                PlayerIsRacing[(Integer A)] Equal to True
                PlayerIsAtStart[(Integer A)] Equal to True
          Then - Actions
            Unit - Order Controller[(Integer A)] to Night Elf Warden - Fan Of Knives.
          Else - Actions
Boost 1
  Events
    Unit - A unit Begins casting an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Ability being cast) Equal to Boost (Hotkey)
            (Ability being cast) Equal to Boost (Arrow)
      Then - Actions
        Set VariableSet tempreal = (CurrentDirection[(Player number of (Owner of (Triggering unit)))] + (360.00 - CurrentFacing[(Player number of (Owner of (Triggering unit)))]))
        Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[(Player number of (Owner of (Triggering unit)))])
        Set VariableSet CurrentAccel = StatBoostIncr[(Player number of (Owner of (Triggering unit)))]
        Set VariableSet XAccel = (((Cos(CurrentFacing[(Player number of (Owner of (Triggering unit)))])) x CurrentAccel) + 0.00)
        Set VariableSet YAccel = (((Sin(CurrentFacing[(Player number of (Owner of (Triggering unit)))])) x CurrentAccel) + 0.00)
        Set VariableSet XSpeed = (((Cos(CurrentDirection[(Player number of (Owner of (Triggering unit)))])) x CurrentSpeed[(Player number of (Owner of (Triggering unit)))]) + XAccel)
        Set VariableSet YSpeed = (((Sin(CurrentDirection[(Player number of (Owner of (Triggering unit)))])) x CurrentSpeed[(Player number of (Owner of (Triggering unit)))]) + YAccel)
        Set VariableSet CurrentSpeed[(Player number of (Owner of (Triggering unit)))] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = ((Atan((YSpeed / XSpeed))) + 0.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = ((Atan((YSpeed / XSpeed))) + 360.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = 90.00
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[(Player number of (Owner of (Triggering unit)))] = 270.00
          Else - Actions
        Special Effect - Create a special effect attached to the origin (attachpoint) of Racer[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Items\AIsp\SpeedTarget.mdl
        Set VariableSet BoostEffect[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
        Set VariableSet Boosting[(Player number of (Owner of (Triggering unit)))] = True
        Wait StatBoostDura[(Player number of (Owner of (Triggering unit)))] seconds
        Set VariableSet Boosting[(Player number of (Owner of (Triggering unit)))] = False
        Special Effect - Destroy BoostEffect[(Player number of (Owner of (Triggering unit)))]
      Else - Actions
Boost 2
  Events
    Player - Player 1 (Red) Presses the Down Arrow key
    Player - Player 2 (Blue) Presses the Down Arrow key
    Player - Player 3 (Teal) Presses the Down Arrow key
    Player - Player 4 (Purple) Presses the Down Arrow key
    Player - Player 5 (Yellow) Presses the Down Arrow key
    Player - Player 6 (Orange) Presses the Down Arrow key
    Player - Player 7 (Green) Presses the Down Arrow key
    Player - Player 8 (Pink) Presses the Down Arrow key
    Player - Player 9 (Gray) Presses the Down Arrow key
    Player - Player 10 (Light Blue) Presses the Down Arrow key
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            SettingRaceControl[(Player number of (Triggering player))] Equal to False
            (Triggering player) Equal to (Player((Integer A)))
            Or - Any (Conditions) are true
              Conditions
                PlayerIsRacing[(Integer A)] Equal to True
                PlayerIsAtStart[(Integer A)] Equal to True
          Then - Actions
            Unit - Order Controller[(Integer A)] to Night Elf Druid Of The Claw - Roar.
          Else - Actions
Slide Trigger
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerIsRacing[(Integer A)] Equal to True
          Then - Actions
            -------- CALCULATE MOVEMENT --------
            Set VariableSet Colliding[(Integer A)] = False
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Jumping[(Integer A)] Equal to False
              Then - Actions
                Set VariableSet tempreal = (CurrentDirection[(Integer A)] + (360.00 - CurrentFacing[(Integer A)]))
                Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[(Integer A)])
                Set VariableSet XAccel = 0.00
                Set VariableSet YAccel = 0.00
                Set VariableSet temppoint = (Point(XLoc[(Integer A)], YLoc[(Integer A)]))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Or - Any (Conditions) are true
                      Conditions
                        (Terrain type at temppoint) Equal to Cityscape - Dirt
                        (Terrain type at temppoint) Equal to Cityscape - Grass
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Boosting[(Integer A)] Equal to False
                      Then - Actions
                        Set VariableSet CurrentAccel = (-1.50 + (StatAccelIncr[(Integer A)] x 3.00))
                      Else - Actions
                        Set VariableSet CurrentAccel = (-0.75 + (StatAccelIncr[(Integer A)] x 1.50))
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (DirectionSpeed1 + CurrentAccel) Greater than StatAccelMin[(Integer A)]
                      Then - Actions
                        Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                        Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (DirectionSpeed1 + CurrentAccel) Less than StatAccelMin[(Integer A)]
                            DirectionSpeed1 Greater than StatAccelMin[(Integer A)]
                          Then - Actions
                            Set VariableSet CurrentAccel = (DirectionSpeed1 - StatAccelMin[(Integer A)])
                            Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                            Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                          Else - Actions
                  Else - Actions
                For each (Integer B) from 1 to 6, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Webregion[(Integer B)] contains temppoint) Equal to True
                        WebInRegion[(Integer B)] Equal to True
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Boosting[(Integer A)] Equal to False
                          Then - Actions
                            Set VariableSet CurrentAccel = (-3.00 + (StatAccelIncr[(Integer A)] x 6.00))
                          Else - Actions
                            Set VariableSet CurrentAccel = (-1.50 + (StatAccelIncr[(Integer A)] x 3.00))
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (DirectionSpeed1 + CurrentAccel) Greater than (StatAccelMin[(Integer A)] x 0.75)
                          Then - Actions
                            Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                            Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (DirectionSpeed1 + CurrentAccel) Less than (StatAccelMin[(Integer A)] x 0.75)
                                DirectionSpeed1 Less than (StatAccelMin[(Integer A)] x 0.75)
                              Then - Actions
                                Set VariableSet CurrentAccel = (DirectionSpeed1 - (StatAccelMin[(Integer A)] x 0.75))
                                Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                                Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                              Else - Actions
                      Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Or - Any (Conditions) are true
                      Conditions
                        (Webperm1 <gen> contains temppoint) Equal to True
                        (Webperm2 <gen> contains temppoint) Equal to True
                        (Webperm3 <gen> contains temppoint) Equal to True
                        (Webperm4 <gen> contains temppoint) Equal to True
                  Then - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Boosting[(Integer A)] Equal to False
                      Then - Actions
                        Set VariableSet CurrentAccel = (-3.00 + (StatAccelIncr[(Integer A)] x 6.00))
                      Else - Actions
                        Set VariableSet CurrentAccel = (-1.50 + (StatAccelIncr[(Integer A)] x 4.00))
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (DirectionSpeed1 + CurrentAccel) Greater than (StatAccelMin[(Integer A)] x 0.75)
                      Then - Actions
                        Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                        Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (DirectionSpeed1 + CurrentAccel) Less than (StatAccelMin[(Integer A)] x 0.75)
                            DirectionSpeed1 Less than (StatAccelMin[(Integer A)] x 0.75)
                          Then - Actions
                            Set VariableSet CurrentAccel = (DirectionSpeed1 - (StatAccelMin[(Integer A)] x 0.75))
                            Set VariableSet XAccel = (((Cos(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                            Set VariableSet YAccel = (((Sin(CurrentDirection[(Integer A)])) x CurrentAccel) x 1.00)
                          Else - Actions
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Waterslide <gen> contains temppoint) Equal to True
                  Then - Actions
                    Set VariableSet XAccel = 0.15
                  Else - Actions
                Set VariableSet tempreal = StatSpeed[(Integer A)]
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (DirectionSpeed1 + StatAccelIncr[(Integer A)]) Less than tempreal
                  Then - Actions
                    Set VariableSet CurrentAccel = StatAccelIncr[(Integer A)]
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (DirectionSpeed1 - StatAccelIncr[(Integer A)]) Greater than tempreal
                        Boosting[(Integer A)] Equal to False
                        (Waterslide <gen> contains temppoint) Equal to False
                      Then - Actions
                        Set VariableSet CurrentAccel = (0.00 - StatBoostDecr[(Integer A)])
                      Else - Actions
                        Set VariableSet CurrentAccel = 0.00
                Set VariableSet XAccel = (((Cos(CurrentFacing[(Integer A)])) x CurrentAccel) + XAccel)
                Set VariableSet YAccel = (((Sin(CurrentFacing[(Integer A)])) x CurrentAccel) + YAccel)
                Set VariableSet tempreal = (CurrentSpeed[(Integer A)] / StatTurnRetain[(Integer A)])
                Set VariableSet XAccel = (XAccel + (((Cos(CurrentFacing[(Integer A)])) x tempreal) - ((Cos(CurrentDirection[(Integer A)])) x tempreal)))
                Set VariableSet YAccel = (YAccel + (((Sin(CurrentFacing[(Integer A)])) x tempreal) - ((Sin(CurrentDirection[(Integer A)])) x tempreal)))
                Set VariableSet XSpeed = (((Cos(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + XAccel)
                Set VariableSet YSpeed = (((Sin(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + YAccel)
                Set VariableSet CurrentAccel = (Power(((Power(XAccel, 2.00)) + (Power(YAccel, 2.00))), 0.50))
                Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                Set VariableSet temppoint2 = (Point(x, YLoc[(Integer A)]))
                Set VariableSet temppoint3 = (Point(XLoc[(Integer A)], y))
                Set VariableSet temppoint4 = (Point(x, y))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentAccel Greater than or equal to 0.35
                  Then - Actions
                    Special Effect - Create a special effect at (Point(x, y)) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
                    Special Effect - Destroy (Last created special effect)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Terrain pathing at temppoint2 of type Walkability is off) Equal to True
                    (Terrain pathing at temppoint3 of type Walkability is off) Equal to False
                  Then - Actions
                    Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                    Set VariableSet XSpeed = (-0.50 x XSpeed)
                    Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                    Set VariableSet YLoc[(Integer A)] = (YLoc[(Integer A)] + YSpeed)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Terrain pathing at temppoint2 of type Walkability is off) Equal to False
                        (Terrain pathing at temppoint3 of type Walkability is off) Equal to True
                      Then - Actions
                        Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                        Set VariableSet YSpeed = (-0.50 x YSpeed)
                        Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                        Set VariableSet XLoc[(Integer A)] = (XLoc[(Integer A)] + XSpeed)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Terrain pathing at temppoint2 of type Walkability is off) Equal to True
                            (Terrain pathing at temppoint3 of type Walkability is off) Equal to True
                          Then - Actions
                            Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                            Set VariableSet XSpeed = (-0.50 x XSpeed)
                            Set VariableSet YSpeed = (-0.50 x YSpeed)
                            Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                            Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Terrain pathing at temppoint4 of type Walkability is off) Equal to True
                              Then - Actions
                                Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                                Set VariableSet XSpeed = (-0.50 x XSpeed)
                                Set VariableSet YSpeed = (-0.50 x YSpeed)
                              Else - Actions
                                Set VariableSet XLoc[(Integer A)] = (XLoc[(Integer A)] + XSpeed)
                                Set VariableSet YLoc[(Integer A)] = (YLoc[(Integer A)] + YSpeed)
                                Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                                Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                Custom script: call SetUnitX(udg_Racer[GetForLoopIndexA()], udg_x)
                Custom script: call SetUnitY(udg_Racer[GetForLoopIndexA()], udg_y)
                Custom script: call RemoveLocation (udg_temppoint2)
                Custom script: call RemoveLocation (udg_temppoint3)
                Custom script: call RemoveLocation (udg_temppoint4)
              Else - Actions
                Set VariableSet XSpeed = (((Cos(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + 0.00)
                Set VariableSet YSpeed = (((Sin(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + 0.00)
                Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                Set VariableSet temppoint2 = (Point(x, YLoc[(Integer A)]))
                Set VariableSet temppoint3 = (Point(XLoc[(Integer A)], y))
                Set VariableSet temppoint4 = (Point(x, y))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Terrain pathing at temppoint2 of type Flyability is off) Equal to True
                    (Terrain pathing at temppoint3 of type Flyability is off) Equal to False
                  Then - Actions
                    Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                    Set VariableSet XSpeed = (-0.50 x XSpeed)
                    Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                    Set VariableSet YLoc[(Integer A)] = (YLoc[(Integer A)] + YSpeed)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Terrain pathing at temppoint2 of type Flyability is off) Equal to False
                        (Terrain pathing at temppoint3 of type Flyability is off) Equal to True
                      Then - Actions
                        Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                        Set VariableSet YSpeed = (-0.50 x YSpeed)
                        Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                        Set VariableSet XLoc[(Integer A)] = (XLoc[(Integer A)] + XSpeed)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Terrain pathing at temppoint2 of type Flyability is off) Equal to True
                            (Terrain pathing at temppoint3 of type Flyability is off) Equal to True
                          Then - Actions
                            Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                            Set VariableSet XSpeed = (-0.50 x XSpeed)
                            Set VariableSet YSpeed = (-0.50 x YSpeed)
                            Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                            Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Terrain pathing at temppoint4 of type Flyability is off) Equal to True
                              Then - Actions
                                Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at (Point(x, y)) with Z offset 0
                                Set VariableSet XSpeed = (-0.50 x XSpeed)
                                Set VariableSet YSpeed = (-0.50 x YSpeed)
                              Else - Actions
                                Set VariableSet XLoc[(Integer A)] = (XLoc[(Integer A)] + XSpeed)
                                Set VariableSet YLoc[(Integer A)] = (YLoc[(Integer A)] + YSpeed)
                                Set VariableSet x = (XLoc[(Integer A)] + XSpeed)
                                Set VariableSet y = (YLoc[(Integer A)] + YSpeed)
                Custom script: call SetUnitX(udg_Racer[GetForLoopIndexA()], udg_x)
                Custom script: call SetUnitY(udg_Racer[GetForLoopIndexA()], udg_y)
                Custom script: set udg_tempreal = GetLocationZ(Location(udg_x, udg_y))
                Set VariableSet JumpingHeight[(Integer A)] = (JumpingHeight[(Integer A)] + JumpingSpeed[(Integer A)])
                Set VariableSet JumpingSpeed[(Integer A)] = (JumpingSpeed[(Integer A)] - 0.75)
                Animation - Change Racer[(Integer A)] flying height to (JumpingHeight[(Integer A)] - tempreal) at 1000000000.00
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    JumpingHeight[(Integer A)] Less than (tempreal - JumpingSpeed[(Integer A)])
                    JumpingSpeed[(Integer A)] Less than 0.00
                  Then - Actions
                    Set VariableSet Jumping[(Integer A)] = False
                    Set VariableSet JumpingHeight[(Integer A)] = 0.00
                    Unit - Unpause Controller[(Integer A)]
                    Animation - Change Racer[(Integer A)] flying height to JumpingHeight[(Integer A)] at 0.00
                    Animation - Change Racer[(Integer A)] flying height to 0.00 at 0.00
                    Unit - Remove Flying Spell from Racer[(Integer A)]
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        SettingDramCam[(Integer A)] Equal to True
                      Then - Actions
                        Set VariableSet SpecialCam[(Integer A)] = False
                      Else - Actions
                  Else - Actions
                Custom script: call RemoveLocation (udg_temppoint2)
                Custom script: call RemoveLocation (udg_temppoint3)
                Custom script: call RemoveLocation (udg_temppoint4)
            Set VariableSet CurrentSpeed[(Integer A)] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 0.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 360.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = 90.00
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = 270.00
              Else - Actions
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                PlayerIsAtStart[(Integer A)] Equal to True
                PlayerIsRacing[(Integer A)] Equal to True
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                SpecialCam[(Integer A)] Equal to False
              Then - Actions
                Camera - Lock camera target for (Player((Integer A))) to Racer[(Integer A)], offset by (0, 0) using The unit's rotation
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    SettingView[(Integer A)] Equal to 1
                  Then - Actions
                    Camera - Set (Player((Integer A)))'s camera Height Offset to ((Current flying height of Racer[(Integer A)]) + 75.00) over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Distance to target to 500.00 over 0.05 seconds
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        BoulderCam[(Integer A)] Equal to False
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            HillCam[(Integer A)] Equal to False
                          Then - Actions
                            Camera - Set (Player((Integer A)))'s camera Angle of attack to 340.00 over 0.05 seconds
                          Else - Actions
                            Camera - Set (Player((Integer A)))'s camera Angle of attack to 350.00 over 0.05 seconds
                      Else - Actions
                        Camera - Set (Player((Integer A)))'s camera Angle of attack to 2.50 over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Rotation to CurrentFacing[(Integer A)] over 0.05 seconds
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    SettingView[(Integer A)] Equal to 2
                  Then - Actions
                    Camera - Set (Player((Integer A)))'s camera Height Offset to ((Current flying height of Racer[(Integer A)]) + 150.00) over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Distance to target to 1.00 over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Angle of attack to 350.00 over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Rotation to CurrentFacing[(Integer A)] over 0.05 seconds
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    SettingView[(Integer A)] Equal to 3
                  Then - Actions
                    Camera - Set (Player((Integer A)))'s camera Height Offset to ((Current flying height of Racer[(Integer A)]) + 75.00) over 0.05 seconds
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        CaveCam[(Integer A)] Equal to False
                      Then - Actions
                        Camera - Set (Player((Integer A)))'s camera Distance to target to 1650.00 over 0.05 seconds
                      Else - Actions
                        Camera - Set (Player((Integer A)))'s camera Distance to target to 500.00 over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Angle of attack to 270.00 over 0.05 seconds
                    Camera - Set (Player((Integer A)))'s camera Rotation to 90.00 over 0.05 seconds
                  Else - Actions
              Else - Actions
                Camera - Set (Player((Integer A)))'s camera Height Offset to ((Current flying height of Racer[(Integer A)]) + 75.00) over 0.05 seconds
            Selection - Select Controller[(Integer A)] for (Player((Integer A)))
          Else - Actions
Turning Trigger 1
  Events
    Unit - A unit Begins casting an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Ability being cast) Equal to Turn Right (Hotkey)
            (Ability being cast) Equal to Turn Right (Arrow)
      Then - Actions
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Casting unit) Equal to Controller[(Integer A)]
                PlayerIsRacing[(Integer A)] Equal to True
              Then - Actions
                Unit - Order Controller[(Integer A)] to Stop.
                Set VariableSet CurrentFacing[(Integer A)] = (CurrentFacing[(Integer A)] - StatTurnDeg[(Integer A)])
                If (CurrentFacing[(Integer A)] Less than 0.00) then do (Set VariableSet CurrentFacing[(Integer A)] = (CurrentFacing[(Integer A)] + 360.00)) else do (Do nothing)
                Unit - Make Racer[(Integer A)] face CurrentFacing[(Integer A)] over 0 seconds
                Custom script: call SetUnitAnimationByIndex(udg_Racer[GetForLoopIndexA()],udg_RunAnimIndex[GetForLoopIndexA()])
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 359.00
                    CurrentFacing[(Integer A)] Less than 1.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 0.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 89.00
                    CurrentFacing[(Integer A)] Less than 91.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 90.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 179.00
                    CurrentFacing[(Integer A)] Less than 181.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 180.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 269.00
                    CurrentFacing[(Integer A)] Less than 271.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 270.00
                  Else - Actions
              Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Ability being cast) Equal to Turn Left (Hotkey)
            (Ability being cast) Equal to Turn Left (Arrow)
      Then - Actions
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Casting unit) Equal to Controller[(Integer A)]
                PlayerIsRacing[(Integer A)] Equal to True
              Then - Actions
                Unit - Order Controller[(Integer A)] to Stop.
                Set VariableSet CurrentFacing[(Integer A)] = (CurrentFacing[(Integer A)] + StatTurnDeg[(Integer A)])
                If (CurrentFacing[(Integer A)] Greater than 360.00) then do (Set VariableSet CurrentFacing[(Integer A)] = (CurrentFacing[(Integer A)] - 360.00)) else do (Do nothing)
                Unit - Make Racer[(Integer A)] face CurrentFacing[(Integer A)] over 0 seconds
                Custom script: call SetUnitAnimationByIndex(udg_Racer[GetForLoopIndexA()],udg_RunAnimIndex[GetForLoopIndexA()])
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 359.00
                    CurrentFacing[(Integer A)] Less than 1.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 0.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 89.00
                    CurrentFacing[(Integer A)] Less than 91.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 90.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 179.00
                    CurrentFacing[(Integer A)] Less than 181.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 180.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CurrentFacing[(Integer A)] Greater than or equal to 269.00
                    CurrentFacing[(Integer A)] Less than 271.00
                  Then - Actions
                    Set VariableSet CurrentFacing[(Integer A)] = 270.00
                  Else - Actions
                Set VariableSet tempreal = (CurrentSpeed[(Integer A)] / StatTurnRetain[(Integer A)])
                Set VariableSet XSpeed = ((Cos(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)])
                Set VariableSet YSpeed = ((Sin(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)])
                Set VariableSet XAccel = (((Cos(CurrentFacing[(Integer A)])) x tempreal) - ((Cos(CurrentDirection[(Integer A)])) x tempreal))
                Set VariableSet YAccel = (((Sin(CurrentFacing[(Integer A)])) x tempreal) - ((Sin(CurrentDirection[(Integer A)])) x tempreal))
                Set VariableSet XSpeed = (XSpeed + XAccel)
                Set VariableSet YSpeed = (YSpeed + YAccel)
                Set VariableSet CurrentSpeed[(Integer A)] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Greater than 0.00
                    YSpeed Greater than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 0.00)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Less than 0.00
                    YSpeed Greater than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Less than 0.00
                    YSpeed Less than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Greater than 0.00
                    YSpeed Less than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 360.00)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Equal to 0.00
                    YSpeed Greater than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = 90.00
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    XSpeed Equal to 0.00
                    YSpeed Less than 0.00
                  Then - Actions
                    Set VariableSet CurrentDirection[(Integer A)] = 270.00
                  Else - Actions
              Else - Actions
      Else - Actions
Turning Trigger 2a
  Events
    Player - Player 1 (Red) Presses the Left Arrow key
    Player - Player 2 (Blue) Presses the Left Arrow key
    Player - Player 3 (Teal) Presses the Left Arrow key
    Player - Player 4 (Purple) Presses the Left Arrow key
    Player - Player 5 (Yellow) Presses the Left Arrow key
    Player - Player 6 (Orange) Presses the Left Arrow key
    Player - Player 7 (Green) Presses the Left Arrow key
    Player - Player 8 (Pink) Presses the Left Arrow key
    Player - Player 9 (Gray) Presses the Left Arrow key
    Player - Player 10 (Light Blue) Presses the Left Arrow key
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to (Player((Integer A)))
            SettingRaceControl[(Player number of (Triggering player))] Equal to False
            Or - Any (Conditions) are true
              Conditions
                PlayerIsRacing[(Integer A)] Equal to True
                PlayerIsAtStart[(Integer A)] Equal to True
          Then - Actions
            Unit - Order Controller[(Integer A)] to Night Elf Mountain Giant - Taunt.
          Else - Actions
Turning Trigger 2b
  Events
    Player - Player 1 (Red) Presses the Right Arrow key
    Player - Player 2 (Blue) Presses the Right Arrow key
    Player - Player 3 (Teal) Presses the Right Arrow key
    Player - Player 4 (Purple) Presses the Right Arrow key
    Player - Player 5 (Yellow) Presses the Right Arrow key
    Player - Player 6 (Orange) Presses the Right Arrow key
    Player - Player 7 (Green) Presses the Right Arrow key
    Player - Player 8 (Pink) Presses the Right Arrow key
    Player - Player 9 (Gray) Presses the Right Arrow key
    Player - Player 10 (Light Blue) Presses the Right Arrow key
  Conditions
  Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering player) Equal to (Player((Integer A)))
            SettingRaceControl[(Player number of (Triggering player))] Equal to False
            Or - Any (Conditions) are true
              Conditions
                PlayerIsRacing[(Integer A)] Equal to True
                PlayerIsAtStart[(Integer A)] Equal to True
          Then - Actions
            Unit - Order Controller[(Integer A)] to Neutral - Slam.
          Else - Actions
Collide1Small
  Events
  Conditions
    (Player 1 (Red) is in FinishedRace.) Equal to False
    Jumping[1] Equal to False
    Colliding[1] Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Strange Plant
      Then - Actions
        Unit - Order (Triggering unit) to Undead Crypt Lord - Locust Swarm.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Sheep (Large)
            (Unit-type of (Triggering unit)) Equal to Pig (Large)
      Then - Actions
        Set VariableSet tempinteger = 1
        Set VariableSet Colliding[tempinteger] = True
        Set VariableSet temppoint = (Position of (Triggering unit))
        Set VariableSet temppoint2 = (Position of Racer[tempinteger])
        Set VariableSet CollisionAngle = (Angle from temppoint2 to temppoint)
        Set VariableSet tempreal = (CurrentDirection[tempinteger] + (360.00 - (Angle from temppoint2 to temppoint)))
        Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[tempinteger])
        Set VariableSet tempreal = 0.00
        Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed1) x 1.25)
        Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
        Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
        Set VariableSet XSpeed = (((Cos(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + XAccel)
        Set VariableSet YSpeed = (((Sin(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + YAccel)
        Set VariableSet CurrentSpeed[tempinteger] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 0.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 360.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 90.00
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 270.00
          Else - Actions
        Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at temppoint with Z offset 0
        Custom script: call RemoveLocation (udg_temppoint)
        Custom script: call RemoveLocation (udg_temppoint2)
        Unit - Kill (Triggering unit)
      Else - Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Not equal to 1
            (Triggering unit) Equal to Racer[(Integer A)]
            Colliding[(Integer A)] Equal to False
          Then - Actions
            Set VariableSet tempinteger = 1
            Set VariableSet Colliding[tempinteger] = True
            Set VariableSet Colliding[(Integer A)] = True
            Set VariableSet temppoint = (Position of Racer[(Integer A)])
            Set VariableSet temppoint2 = (Position of Racer[tempinteger])
            Set VariableSet temppoint3 = (temppoint offset by ((Distance between temppoint and temppoint2) / 2.00) towards (Angle from temppoint to temppoint2) degrees.)
            Set VariableSet CollisionAngle = (Angle from temppoint2 to temppoint)
            Set VariableSet tempreal = (CurrentDirection[tempinteger] + (360.00 - (Angle from temppoint2 to temppoint)))
            Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[tempinteger])
            Set VariableSet tempreal = (CurrentDirection[(Integer A)] + (360.00 - (Angle from temppoint2 to temppoint)))
            Set VariableSet DirectionSpeed2 = ((Cos(tempreal)) x CurrentSpeed[(Integer A)])
            Set VariableSet tempreal = ((DirectionSpeed1 + DirectionSpeed2) / 2.00)
            -------- PLAYERSPEED --------
            Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed1) x 2.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    CurrentAccel Greater than or equal to 25.00
                    CurrentAccel Less than or equal to -25.00
              Then - Actions
                Special Effect - Create a special effect at temppoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                Special Effect - Destroy (Last created special effect)
              Else - Actions
            Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
            Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
            Set VariableSet XSpeed = (((Cos(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + XAccel)
            Set VariableSet YSpeed = (((Sin(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + YAccel)
            Set VariableSet CurrentSpeed[tempinteger] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 0.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 360.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = 90.00
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = 270.00
              Else - Actions
            -------- INTEGERA SPEED --------
            Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed2) x 2.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    CurrentAccel Greater than or equal to 25.00
                    CurrentAccel Less than or equal to -25.00
              Then - Actions
                Special Effect - Create a special effect at temppoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                Special Effect - Destroy (Last created special effect)
              Else - Actions
            Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
            Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
            Set VariableSet XSpeed = (((Cos(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + XAccel)
            Set VariableSet YSpeed = (((Sin(CurrentDirection[(Integer A)])) x CurrentSpeed[(Integer A)]) + YAccel)
            Set VariableSet CurrentSpeed[(Integer A)] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 0.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = ((Atan((YSpeed / XSpeed))) + 360.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = 90.00
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[(Integer A)] = 270.00
              Else - Actions
            -------- - --------
            Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at temppoint with Z offset 0
            Custom script: call RemoveLocation (udg_temppoint)
            Custom script: call RemoveLocation (udg_temppoint2)
            Custom script: call RemoveLocation (udg_temppoint3)
          Else - Actions
Collide1Large
  Events
  Conditions
    (Player 1 (Red) is in FinishedRace.) Equal to False
    Jumping[1] Equal to False
    Colliding[1] Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Boulder
            (Unit-type of (Triggering unit)) Equal to Car
      Then - Actions
        Set VariableSet tempinteger = 1
        Set VariableSet Colliding[tempinteger] = True
        Set VariableSet temppoint = (Position of (Triggering unit))
        Set VariableSet temppoint2 = (Position of Racer[tempinteger])
        Set VariableSet CollisionAngle = (Angle from temppoint2 to temppoint)
        Set VariableSet tempreal = (CurrentDirection[tempinteger] + (360.00 - (Angle from temppoint2 to temppoint)))
        Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[tempinteger])
        Set VariableSet tempreal = 0.00
        Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed1) x 1.50)
        Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
        Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
        Set VariableSet XSpeed = (((Cos(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + XAccel)
        Set VariableSet YSpeed = (((Sin(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + YAccel)
        Set VariableSet CurrentSpeed[tempinteger] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 0.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 360.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 90.00
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 270.00
          Else - Actions
        Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at temppoint with Z offset 0
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Car
          Then - Actions
            Sound - Play SteamTankWhat3 <gen> at 100% volume, located at temppoint with Z offset 0
          Else - Actions
        Custom script: call RemoveLocation (udg_temppoint)
        Custom script: call RemoveLocation (udg_temppoint2)
      Else - Actions
Collide2Small
  Events
  Conditions
    (Player 2 (Blue) is in FinishedRace.) Equal to False
    Jumping[2] Equal to False
    Colliding[2] Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Strange Plant
      Then - Actions
        Unit - Order (Triggering unit) to Undead Crypt Lord - Locust Swarm.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Sheep (Large)
            (Unit-type of (Triggering unit)) Equal to Pig (Large)
      Then - Actions
        Set VariableSet tempinteger = 2
        Set VariableSet Colliding[tempinteger] = True
        Set VariableSet temppoint = (Position of (Triggering unit))
        Set VariableSet temppoint2 = (Position of Racer[tempinteger])
        Set VariableSet CollisionAngle = (Angle from temppoint2 to temppoint)
        Set VariableSet tempreal = (CurrentDirection[tempinteger] + (360.00 - (Angle from temppoint2 to temppoint)))
        Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[tempinteger])
        Set VariableSet tempreal = 0.00
        Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed1) x 1.25)
        Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
        Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
        Set VariableSet XSpeed = (((Cos(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + XAccel)
        Set VariableSet YSpeed = (((Sin(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + YAccel)
        Set VariableSet CurrentSpeed[tempinteger] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 0.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Less than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Greater than 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 360.00)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Greater than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 90.00
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            XSpeed Equal to 0.00
            YSpeed Less than 0.00
          Then - Actions
            Set VariableSet CurrentDirection[tempinteger] = 270.00
          Else - Actions
        Sound - Play AncientProtectorMissileHit1 <gen> at 100% volume, located at temppoint with Z offset 0
        Custom script: call RemoveLocation (udg_temppoint)
        Custom script: call RemoveLocation (udg_temppoint2)
        Unit - Kill (Triggering unit)
      Else - Actions
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Integer A) Not equal to 2
            (Triggering unit) Equal to Racer[(Integer A)]
            Colliding[(Integer A)] Equal to False
          Then - Actions
            Set VariableSet tempinteger = 2
            Set VariableSet Colliding[tempinteger] = True
            Set VariableSet Colliding[(Integer A)] = True
            Set VariableSet temppoint = (Position of Racer[(Integer A)])
            Set VariableSet temppoint2 = (Position of Racer[tempinteger])
            Set VariableSet temppoint3 = (temppoint offset by ((Distance between temppoint and temppoint2) / 2.00) towards (Angle from temppoint to temppoint2) degrees.)
            Set VariableSet CollisionAngle = (Angle from temppoint2 to temppoint)
            Set VariableSet tempreal = (CurrentDirection[tempinteger] + (360.00 - (Angle from temppoint2 to temppoint)))
            Set VariableSet DirectionSpeed1 = ((Cos(tempreal)) x CurrentSpeed[tempinteger])
            Set VariableSet tempreal = (CurrentDirection[(Integer A)] + (360.00 - (Angle from temppoint2 to temppoint)))
            Set VariableSet DirectionSpeed2 = ((Cos(tempreal)) x CurrentSpeed[(Integer A)])
            Set VariableSet tempreal = ((DirectionSpeed1 + DirectionSpeed2) / 2.00)
            -------- PLAYERSPEED --------
            Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed1) x 2.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    CurrentAccel Greater than or equal to 25.00
                    CurrentAccel Less than or equal to -25.00
              Then - Actions
                Special Effect - Create a special effect at temppoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                Special Effect - Destroy (Last created special effect)
              Else - Actions
            Set VariableSet XAccel = ((Cos(CollisionAngle)) x CurrentAccel)
            Set VariableSet YAccel = ((Sin(CollisionAngle)) x CurrentAccel)
            Set VariableSet XSpeed = (((Cos(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + XAccel)
            Set VariableSet YSpeed = (((Sin(CurrentDirection[tempinteger])) x CurrentSpeed[tempinteger]) + YAccel)
            Set VariableSet CurrentSpeed[tempinteger] = (Power(((Power(YSpeed, 2.00)) + (Power(XSpeed, 2.00))), 0.50))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 0.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Less than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 180.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Greater than 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = ((Atan((YSpeed / XSpeed))) + 360.00)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Greater than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = 90.00
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                XSpeed Equal to 0.00
                YSpeed Less than 0.00
              Then - Actions
                Set VariableSet CurrentDirection[tempinteger] = 270.00
              Else - Actions
            -------- INTEGERA SPEED --------
            Set VariableSet CurrentAccel = ((tempreal - DirectionSpeed2) x 2.00)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true