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Trigger Viewer

The Mutation.w3x
Variables
Main
Main
check killers
remove dead units
Player leaves
Remake
Remake 2
SpawnMutations
Mutations
Setabilites
AntiTeamkill
Camera
Name
Color
Timer
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
Abilitys abilcode Yes
Group group No
Itemspawnarea rect No
killer unit Yes
killers integer No
modifier fogmodifier Yes
NextJ12 player No
Numberofplayers integer No
playingarea rect No
point location No
Random integer No
Randomabil integer No
Timer timer No
Timer_Window timerdialog No
Unitspawnarea rect No
Main
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet playingarea = All_Forest <gen>
    Set VariableSet Unitspawnarea = Units_spawn_Forest <gen>
    Set VariableSet Itemspawnarea = Mutations_spawn_forest <gen>
    Quest - Create a Optional quest titled Commands with the description -Cam ###Example: -Cam 2600-Name ******Example: -Name Hello-Color ******Example: -Color Green, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
    Game - Display to (All players) the text: J12 IS COMING IN 20 SECONDS!
    Game - Display to (All players) the text: |cff32cd32MISSION:|r |cffff0000KILL J12|r
    Game - Display to (All players) the text: REMEMBER TO PICK UP |cffff0000MUTATIONS|r THAT WILL GIVE YOU RANDOM ABILITIES TO FIGHT J12 WITH!
    Countdown Timer - Start Timer as a One-shot timer that will expire in 20.00 seconds
    Countdown Timer - Create a timer window for Timer with title J12 COMES IN:
    Set VariableSet Timer_Window = (Last created timer window)
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across playingarea
            Set VariableSet modifier[(Integer A)] = (Last created visibility modifier)
            Set VariableSet Numberofplayers = (Numberofplayers + 1)
            Set VariableSet point = (Random point in Unitspawnarea)
            Unit - Create 1.(Random level (Random integer number between 5 and 10) creep unit-type) for (Player((Integer A))) at point facing Default building facing degrees
            Set VariableSet killer[(Integer A)] = (Last created unit)
            Set VariableSet killers = (killers + 1)
            Unit - Add Inventory (Hero) to (Last created unit)
            Custom script: call RemoveLocation (udg_point)
            Camera - Set the camera bounds for (Player((Integer A))) to playingarea
            Camera - .Apply. gg_cam_Cam for (Player((Integer A))) over 0 seconds
            Set VariableSet point = (Position of (Last created unit))
            Camera - Pan camera for (Player((Integer A))) to point over 0 seconds
            Custom script: call RemoveLocation (udg_point)
          Else - Actions
    Set VariableSet NextJ12 = (Owner of (Random unit from (Units in playingarea)))
    Unit - Remove killer[(Player number of NextJ12)] from the game
    Set VariableSet killers = (killers - 1)
    Game - Display to (All players) the text: (THE MUTATION IS + (Name of NextJ12))
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        Player - Make NextJ12 treat (Player((Integer A))) as an Enemy
        Player - Make (Player((Integer A))) treat NextJ12 as an Enemy
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
check killers
  Events
    Unit - A unit Dies
  Conditions
  Actions
    For each (Integer A) from 1 to 8, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Triggering unit) Equal to killer[(Integer A)]
          Then - Actions
            Set VariableSet killers = (killers - 1)
          Else - Actions
remove dead units
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Wait 2.00 seconds
    Unit - Remove (Triggering unit) from the game
Player leaves
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
  Conditions
  Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + HAS LEFT THE GAME)
    Set VariableSet Numberofplayers = (Numberofplayers - 1)
    Unit - Remove (Random unit from (Units owned by (Triggering player) of type h000)) from the game
Remake
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Remake_2 <gen>
    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 The Failed Experiment1
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment2
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment3
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment4
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment5
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment6
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment7
      Then - Actions
        Set VariableSet killers = 0
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Player - Make NextJ12 treat (Player((Integer A))) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat NextJ12 as an Ally with shared vision
            Visibility - Destroy modifier[(Integer A)]
        Set VariableSet Group = (Units in playingarea)
        Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_Group)
        Game - Display to (All players) the text: |cffff0000THE MUTATION WAS DEFEATED!|r
        Game - Display to (All players) the text: |cff32cd32GAME RESTARTING....|r
        Wait 3.00 seconds
        Set VariableSet Group = (Units in playingarea)
        Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_Group)
        Set VariableSet Random = (Random integer number between 1 and 4)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Random Equal to 1
          Then - Actions
            Set VariableSet playingarea = All_Forest <gen>
            Set VariableSet Unitspawnarea = Units_spawn_Forest <gen>
            Set VariableSet Itemspawnarea = Mutations_spawn_forest <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Random Equal to 2
              Then - Actions
                Set VariableSet playingarea = All_Dark_Forest <gen>
                Set VariableSet Unitspawnarea = Units_spawn_Dark_Forest <gen>
                Set VariableSet Itemspawnarea = Mutations_spawn_Dark_forest <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Random Equal to 3
                  Then - Actions
                    Set VariableSet playingarea = All_Pine_Forest <gen>
                    Set VariableSet Unitspawnarea = Units_spawn_Pine_Forest <gen>
                    Set VariableSet Itemspawnarea = Mutations_spawn_Pine_Forest <gen>
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Random Equal to 4
                      Then - Actions
                        Set VariableSet playingarea = All_Pine_Frozen_Forest <gen>
                        Set VariableSet Unitspawnarea = Units_spawn_Frozen_Forest <gen>
                        Set VariableSet Itemspawnarea = Mutations_spawn_Frozen_Forest <gen>
                      Else - Actions
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Player((Integer A))) slot status) Equal to Is playing
              Then - Actions
                Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across playingarea
                Set VariableSet modifier[(Integer A)] = (Last created visibility modifier)
                Set VariableSet point = (Random point in Unitspawnarea)
                Unit - Create 1.(Random level (Random integer number between 5 and 10) creep unit-type) for (Player((Integer A))) at point facing Default building facing degrees
                Set VariableSet killer[(Integer A)] = (Last created unit)
                Set VariableSet killers = (killers + 1)
                Unit - Add Inventory (Hero) to (Last created unit)
                Custom script: call RemoveLocation (udg_point)
                Camera - Set the camera bounds for (Player((Integer A))) to playingarea
                Set VariableSet point = (Position of (Last created unit))
                Camera - Pan camera for (Player((Integer A))) to point over 0 seconds
                Custom script: call RemoveLocation (udg_point)
              Else - Actions
        Set VariableSet NextJ12 = (Owner of (Random unit from (Units in playingarea)))
        Unit - Remove killer[(Player number of NextJ12)] from the game
        Set VariableSet killers = (killers - 1)
        Game - Display to (All players) the text: (THE NEXT MUTATION IS + (Name of NextJ12))
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Player - Make NextJ12 treat (Player((Integer A))) as an Enemy
            Player - Make (Player((Integer A))) treat NextJ12 as an Enemy
        Countdown Timer - Create a timer window for Timer with title J12 COMES IN:
        Set VariableSet Timer_Window = (Last created timer window)
        Countdown Timer - Start Timer as a One-shot timer that will expire in 20.00 seconds
      Else - Actions
    Trigger - Turn on (This trigger)
    Trigger - Turn on Remake_2 <gen>
Remake 2
  Events
    Unit - A unit Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Remake <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        killers Equal to 0
      Then - Actions
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Player - Make NextJ12 treat (Player((Integer A))) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat NextJ12 as an Ally with shared vision
            Visibility - Destroy modifier[(Integer A)]
        Set VariableSet Group = (Units in playingarea)
        Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_Group)
        Game - Display to (All players) the text: |cffff0000THE MUTATION WAS NOT DEFEATED!!|r
        Game - Display to (All players) the text: |cff32cd32GAME RESTARTING....|r
        Wait 3.00 seconds
        Set VariableSet Group = (Units in playingarea)
        Unit Group - Pick every unit in Group and do (Remove (Picked unit) from the game)
        Custom script: call DestroyGroup (udg_Group)
        Set VariableSet Random = (Random integer number between 1 and 4)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Random Equal to 1
          Then - Actions
            Set VariableSet playingarea = All_Forest <gen>
            Set VariableSet Unitspawnarea = Units_spawn_Forest <gen>
            Set VariableSet Itemspawnarea = Mutations_spawn_forest <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Random Equal to 2
              Then - Actions
                Set VariableSet playingarea = All_Dark_Forest <gen>
                Set VariableSet Unitspawnarea = Units_spawn_Dark_Forest <gen>
                Set VariableSet Itemspawnarea = Mutations_spawn_Dark_forest <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Random Equal to 3
                  Then - Actions
                    Set VariableSet playingarea = All_Pine_Forest <gen>
                    Set VariableSet Unitspawnarea = Units_spawn_Pine_Forest <gen>
                    Set VariableSet Itemspawnarea = Mutations_spawn_Pine_Forest <gen>
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Random Equal to 4
                      Then - Actions
                        Set VariableSet playingarea = All_Pine_Frozen_Forest <gen>
                        Set VariableSet Unitspawnarea = Units_spawn_Frozen_Forest <gen>
                        Set VariableSet Itemspawnarea = Mutations_spawn_Frozen_Forest <gen>
                      Else - Actions
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Player((Integer A))) slot status) Equal to Is playing
              Then - Actions
                Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across playingarea
                Set VariableSet modifier[(Integer A)] = (Last created visibility modifier)
                Set VariableSet point = (Random point in Unitspawnarea)
                Unit - Create 1.(Random level (Random integer number between 5 and 10) creep unit-type) for (Player((Integer A))) at point facing Default building facing degrees
                Set VariableSet killer[(Integer A)] = (Last created unit)
                Set VariableSet killers = (killers + 1)
                Unit - Add Inventory (Hero) to (Last created unit)
                Custom script: call RemoveLocation (udg_point)
                Camera - Set the camera bounds for (Player((Integer A))) to playingarea
                Set VariableSet point = (Position of (Last created unit))
                Camera - Pan camera for (Player((Integer A))) to point over 0 seconds
                Custom script: call RemoveLocation (udg_point)
              Else - Actions
        Set VariableSet NextJ12 = (Owner of (Random unit from (Units in playingarea)))
        Unit - Remove killer[(Player number of NextJ12)] from the game
        Set VariableSet killers = (killers - 1)
        Game - Display to (All players) the text: (THE NEXT MUTATION IS + (Name of NextJ12))
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Player - Make NextJ12 treat (Player((Integer A))) as an Enemy
            Player - Make (Player((Integer A))) treat NextJ12 as an Enemy
        Countdown Timer - Create a timer window for Timer with title J12 COMES IN:
        Set VariableSet Timer_Window = (Last created timer window)
        Countdown Timer - Start Timer as a One-shot timer that will expire in 20.00 seconds
      Else - Actions
    Trigger - Turn on (This trigger)
    Trigger - Turn on Remake <gen>
SpawnMutations
  Events
    Time - Every (Random real number between 10.00 and 20.00) seconds of game time
  Conditions
  Actions
    Set VariableSet point = (Random point in Itemspawnarea)
    Item - Create Mutation at point
    Custom script: call RemoveLocation (udg_point)
Mutations
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Mutation
  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 The Failed Experiment1
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment2
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment3
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment4
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment5
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment6
            (Unit-type of (Triggering unit)) Equal to The Failed Experiment7
      Then - Actions
        Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 200.00)
        Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 400.00)
      Else - Actions
        Set VariableSet Randomabil = (Random integer number between 1 and 55)
        Unit - Add Abilitys[Randomabil] to (Triggering unit)
Setabilites
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet Abilitys[1] = Acid Bomb
    Set VariableSet Abilitys[2] = Animate Dead
    Set VariableSet Abilitys[3] = Blink
    Set VariableSet Abilitys[4] = Battle Roar
    Set VariableSet Abilitys[5] = Blizzard
    Set VariableSet Abilitys[6] = Wind Walk
    Set VariableSet Abilitys[7] = Devotion Aura
    Set VariableSet Abilitys[8] = Fan of Knives
    Set VariableSet Abilitys[9] = Pocket Factory
    Set VariableSet Abilitys[10] = Healing Wave
    Set VariableSet Abilitys[11] = Permanent Immolation (Neutral Hostile 1)
    Set VariableSet Abilitys[12] = Berserk
    Set VariableSet Abilitys[13] = Inferno
    Set VariableSet Abilitys[14] = Impale
    Set VariableSet Abilitys[15] = Mirror Image
    Set VariableSet Abilitys[16] = Summon Bear
    Set VariableSet Abilitys[17] = Summon Quilbeast (Rexxar)
    Set VariableSet Abilitys[18] = Spiked Carapace
    Set VariableSet Abilitys[19] = Finger of Death
    Set VariableSet Abilitys[20] = Endurance Aura
    Set VariableSet Abilitys[21] = Divine Shield
    Set VariableSet Abilitys[22] = Locust Swarm
    Set VariableSet Abilitys[23] = Phoenix
    Set VariableSet Abilitys[24] = Summon Lava Spawn
    Set VariableSet Abilitys[25] = War Stomp
    Set VariableSet Abilitys[26] = Forked Lightning
    Set VariableSet Abilitys[27] = Web
    Set VariableSet Abilitys[28] = Cluster Rockets
    Set VariableSet Abilitys[29] = Summon Prawns
    Set VariableSet Abilitys[30] = Chain Lightning
    Set VariableSet Abilitys[31] = Summon Hawk
    Set VariableSet Abilitys[32] = Bloodlust
    Set VariableSet Abilitys[33] = Rejuvenation
    Set VariableSet Abilitys[34] = Frost Nova
    Set VariableSet Abilitys[35] = Flame Strike
    Set VariableSet Abilitys[36] = Reincarnation
    Set VariableSet Abilitys[37] = Spawn Tentacle
    Set VariableSet Abilitys[38] = Crushing Wave
    Set VariableSet Abilitys[39] = Feral Spirit
    Set VariableSet Abilitys[40] = Evasion
    Set VariableSet Abilitys[41] = Frost Armor
    Set VariableSet Abilitys[42] = Parasite
    Set VariableSet Abilitys[43] = Thorns Aura
    Set VariableSet Abilitys[44] = Heal
    Set VariableSet Abilitys[45] = Rain of Fire
    Set VariableSet Abilitys[46] = Summon Water Elemental
    Set VariableSet Abilitys[47] = Slow Poison
    Set VariableSet Abilitys[48] = Charm
    Set VariableSet Abilitys[49] = Firebolt (Warlock)
    Set VariableSet Abilitys[50] = Hurl Boulder
    Set VariableSet Abilitys[51] = Death Coil (Neutral Hostile)
    Set VariableSet Abilitys[52] = Force of Nature (Neutral Hostile)
    Set VariableSet Abilitys[53] = Frost Bolt
    Set VariableSet Abilitys[54] = Hardened Skin
    Set VariableSet Abilitys[55] = Entangling Roots
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
AntiTeamkill
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) belongs to an ally of (Triggering player).) Equal to True
  Actions
    Unit - Order (Attacking unit) to Stop.
    Game - Display to (All players) the text: TEAMKILL DOES NOT WORK
Camera
  Events
    Player - Player 1 (Red) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -cam (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -cam (stringnoformat) as A substring
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to (Real((Substring((Entered chat string), 6, 19)))) over 0 seconds
Name
  Events
    Player - Player 1 (Red) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -name (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -name (stringnoformat) as A substring
  Conditions
  Actions
    Player - Set name of (Triggering player) to (Substring((Entered chat string), 7, 19))
Color
  Events
    Player - Player 1 (Red) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -color (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -color (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 8, 10)) Equal to red
      Then - Actions
        Player - Change color of (Triggering player) to Red, Retaining color of existing units
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((Entered chat string), 8, 11)) Equal to blue
          Then - Actions
            Player - Change color of (Triggering player) to Blue, Retaining color of existing units
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((Entered chat string), 8, 11)) Equal to teal
              Then - Actions
                Player - Change color of (Triggering player) to Teal, Retaining color of existing units
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Substring((Entered chat string), 8, 13)) Equal to purple
                  Then - Actions
                    Player - Change color of (Triggering player) to Purple, Retaining color of existing units
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Substring((Entered chat string), 8, 13)) Equal to yellow
                      Then - Actions
                        Player - Change color of (Triggering player) to Yellow, Retaining color of existing units
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Substring((Entered chat string), 8, 13)) Equal to orange
                          Then - Actions
                            Player - Change color of (Triggering player) to Orange, Retaining color of existing units
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Substring((Entered chat string), 8, 12)) Equal to green
                              Then - Actions
                                Player - Change color of (Triggering player) to Green, Retaining color of existing units
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Substring((Entered chat string), 8, 11)) Equal to pink
                                  Then - Actions
                                    Player - Change color of (Triggering player) to Pink, Retaining color of existing units
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Substring((Entered chat string), 8, 11)) Equal to gray
                                      Then - Actions
                                        Player - Change color of (Triggering player) to Gray, Retaining color of existing units
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Substring((Entered chat string), 8, 17)) Equal to light blue
                                          Then - Actions
                                            Player - Change color of (Triggering player) to Light Blue, Retaining color of existing units
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Substring((Entered chat string), 8, 17)) Equal to dark green
                                              Then - Actions
                                                Player - Change color of (Triggering player) to Dark Green, Retaining color of existing units
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Substring((Entered chat string), 8, 12)) Equal to brown
                                                  Then - Actions
                                                    Player - Change color of (Triggering player) to Brown, Retaining color of existing units
                                                  Else - Actions
                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                      If - Conditions
                                                        (Substring((Entered chat string), 8, 12)) Equal to black
                                                      Then - Actions
                                                        Player - Change color of (Triggering player) to Maroon, Retaining color of existing units
                                                      Else - Actions
Timer
  Events
    Time - Timer expires
  Conditions
  Actions
    Countdown Timer - Destroy Timer_Window
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Numberofplayers Equal to 2
      Then - Actions
        Set VariableSet point = (Center of Unitspawnarea)
        Unit - Create 1.The Failed Experiment1 for NextJ12 at point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_point)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Numberofplayers Equal to 3
          Then - Actions
            Set VariableSet point = (Center of Unitspawnarea)
            Unit - Create 1.The Failed Experiment2 for NextJ12 at point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_point)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Numberofplayers Equal to 4
              Then - Actions
                Set VariableSet point = (Center of Unitspawnarea)
                Unit - Create 1.The Failed Experiment3 for NextJ12 at point facing Default building facing degrees
                Custom script: call RemoveLocation (udg_point)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Numberofplayers Equal to 5
                  Then - Actions
                    Set VariableSet point = (Center of Unitspawnarea)
                    Unit - Create 1.The Failed Experiment4 for NextJ12 at point facing Default building facing degrees
                    Custom script: call RemoveLocation (udg_point)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Numberofplayers Equal to 6
                      Then - Actions
                        Set VariableSet point = (Center of Unitspawnarea)
                        Unit - Create 1.The Failed Experiment5 for NextJ12 at point facing Default building facing degrees
                        Custom script: call RemoveLocation (udg_point)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Numberofplayers Equal to 7
                          Then - Actions
                            Set VariableSet point = (Center of Unitspawnarea)
                            Unit - Create 1.The Failed Experiment6 for NextJ12 at point facing Default building facing degrees
                            Custom script: call RemoveLocation (udg_point)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                Numberofplayers Equal to 8
                              Then - Actions
                                Set VariableSet point = (Center of Unitspawnarea)
                                Unit - Create 1.The Failed Experiment7 for NextJ12 at point facing Default building facing degrees
                                Custom script: call RemoveLocation (udg_point)
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    Numberofplayers Equal to 8
                                  Then - Actions
                                    Set VariableSet point = (Center of Unitspawnarea)
                                    Unit - Create 1.The Failed Experiment7 for NextJ12 at point facing Default building facing degrees
                                    Custom script: call RemoveLocation (udg_point)
                                  Else - Actions