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Trigger Viewer

zB Master 0.9.5c.w3x
Variables
Initialization
Map Initialization
CALLED 2ND
Set Colors
Briefing
TIPS
Leave Base P1
Leave Base P2
Leave Base P3
Leave Base P4
Leave Base P5
Leave Base P6
Beacon Commands
MOVEMENT
Point Commands
Object Commands
Rally
Hold Position
LAUNCH UNIT
Launch Roach
Launch Hydralisk
Launch Zergling
Launch Marine
CREATE UNIT
Create Roach
Create Hydralisk
Create Zergling
Create Marine
UPGRADES
Zergling Upgrade
Hydralisk Upgrade
Roach Upgrade
Marine Stims Upgrade
BEACON ABILITIES
Stims
EVAC
Spawn
Zergling
Surplus Zerglings
SPAWN COMMANDS
Spawn Roach
Spawn Zergling
Spawn Marine
Spawn Hydralisk
Spawn AutoTurret
Units
Unit Attacks
Unit Decays Remove
DEATH CHECKS
DUMMY Dies
Zergling Dies
Roach Dies
Marine Dies
AutoTurret Dies
Hydralisk Dies
Evacuate
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Update
Music
Update
METHODS FOR UPDATE
Multiboard
Camera
Messages
Messages
M l Psi 25
M l zB 130
M l zB 80
M l Kills 50
M l Kills 25
M l Kills 10
M l Kills 5
Player Events
Player Wins
Check Round End
Player Leaves
Selects Beacon
Presses ESC
Restart/Start Methods
Show Score
Start up
Multiboard Setup
End
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
AuraGroup group No
BeaconSpawn rect Yes
cam_default_aoa real No 304.00
cam_default_distance real No 4600.00
cam_default_farz real No 6200.00
cam_default_fov real No 27.79
cam_default_zoffset real No 0.00
CountdownTimer timer No
Debug boolean Yes
DialogBtns button Yes
Divider integer No 35
eye unit Yes
IntArray integer Yes
LocalPlayer player No
LocalPlayerNumber integer No
localStrMana string Yes blank.mdx
localStrZB string Yes blank.mdx
Mutltiboard multiboard No
nearBeacon rect Yes
Placement integer Yes
PlayerBeacon unit Yes
PlayerColorB real Yes
PlayerColorG real Yes
PlayerColorR real Yes
playerColors playercolor Yes
playerGroupTips force No
PlayerKills integer Yes
PlayerLosses integer Yes
PlayerUnits integer Yes
PlayerUnitsGroup group Yes
PlayingGoup force No
RallyPoint location Yes
RoundDialog dialog No
Rounds integer Yes
skipGroup unit Yes
StartingZerglings integer No 1
Surplus integer Yes
tmpAvgTotal real No
tmpBool boolean No
tmpInt integer No
tmpInt2 integer No
tmpInt3 integer No
tmpPlayer player No
tmpPlayerArray player Yes
tmpPlayerGroup force No
tmpPlayerGroupArray force Yes
tmpPoint location No
tmpPoint1 location No
tmpPoint2 location No
tmpReal real No
tmpReal1 real No
tmpString string No
tmpUnit unit No
tmpUnitGroup group No
typeZergBeacon unitcode No n002
uHydraliskBool boolean Yes
unitLimit integer No 90
uRoachBool boolean Yes
uStimBool boolean Yes
uZerglingBool boolean Yes
Victory boolean Yes
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Turn off Presses_ESC <gen>
    Trigger - Turn off Selects_Beacon <gen>
    -------- ** SET BEACONS ** --------
    Set VariableSet BeaconSpawn[1] = Beacon_1 <gen>
    Set VariableSet BeaconSpawn[2] = Beacon_2 <gen>
    Set VariableSet BeaconSpawn[3] = Beacon_3 <gen>
    Set VariableSet BeaconSpawn[4] = Beacon_4 <gen>
    Set VariableSet BeaconSpawn[5] = Beacon_5 <gen>
    Set VariableSet BeaconSpawn[6] = Beacon_6 <gen>
    Set VariableSet nearBeacon[1] = nearBeacon_1 <gen>
    Set VariableSet nearBeacon[2] = nearBeacon_2 <gen>
    Set VariableSet nearBeacon[3] = nearBeacon_3 <gen>
    Set VariableSet nearBeacon[4] = nearBeacon_4 <gen>
    Set VariableSet nearBeacon[5] = nearBeacon_5 <gen>
    Set VariableSet nearBeacon[6] = nearBeacon_6 <gen>
    Cinematic - Turn cinematic mode On for (All players)
    -------- ** SET CAMARAS ** --------
    Unit - Create 1.DUMMY - LOGO for Neutral Passive at ((Center of (Playable map area)) offset by (0.00, 0.00)) facing Default building facing degrees
    Animation - Play (Last created unit)'s birth (animationname) animation
    Unit - Create 1.DUMMY - BLACK for Neutral Passive at (Center of (Playable map area)) facing Default building facing degrees
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of (Playable map area)) over 0 seconds
        Camera - Set (Picked player)'s camera Angle of attack to 270.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Distance to target to 2700.00 over 0.00 seconds
    Wait 0.35 seconds
    Sound - Stop music Immediately
    Sound - Clear the music list
    Sound - Play Human1 <gen>
    Wait 4.00 seconds
    Floating Text - Create floating text that reads |cffFF0202 Round 1|cffFE890DTwo Zerglings at ((Center of (Playable map area)) offset by (-220.00, -230.00)) with Z offset 0.00, using font size 14.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to DUMMY - LOGO
          Then - Actions
            Unit - Remove (Picked unit) from the game
          Else - Actions
            Do nothing
    Wait 0.60 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        Camera - Pan camera for (Picked player) to (Center of BeaconSpawn[(Player number of (Picked player))]) over 0 seconds
    Trigger - Run Camera <gen> (ignoring conditions)
    -------- ** SET LOCAL PLAYER ** --------
    Custom script: set udg_LocalPlayer = GetLocalPlayer()
    Set VariableSet LocalPlayerNumber = (Player number of LocalPlayer)
    Wait 0.01 seconds
    -------- ** SET COLORS ** --------
    Trigger - Run Set_Colors <gen> (ignoring conditions)
    -------- ** SETTING INITIAL SETTINGS ** --------
    Multiboard - Create a multiboard with 3 columns and ((Number of players in PlayingGoup) + 1) rows, titled .
    Set VariableSet Mutltiboard = (Last created multiboard)
    Multiboard - Hide Mutltiboard
    -------- ** PLAY STARCRAFT MUSIC ** --------
    Set VariableSet Rounds[0] = 3
    Set VariableSet Rounds[1] = 0
    Set VariableSet tmpBool = False
    -------- ** RUN MAIN SETUP ** --------
    Trigger - Run Start_up <gen> (ignoring conditions)
    Trigger - Turn on Update <gen>
    Wait 0.60 seconds
    Multiboard - Hide Mutltiboard
    -------- ** CREATE SKIP TIPS ** --------
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        Unit - Create 1.DUMMY - SKIP TIPS for (Picked player) at ((Center of BeaconSpawn[(Player number of (Picked player))]) offset by 800.00 towards (Angle from (Center of BeaconSpawn[(Player number of (Picked player))]) to (Center of (Playable map area))) degrees.) facing (Angle from (Center of (Playable map area)) to (Center of BeaconSpawn[(Player number of (Picked player))])) degrees
    -------- ** FADE IN ** --------
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.10 seconds
    Trigger - Run Music <gen> (ignoring conditions)
    Player Group - Pick every player in PlayingGoup and do (Actions)
      Loop - Actions
        Player Group - Add (Picked player) to playerGroupTips
    Trigger - Run Briefing <gen> (ignoring conditions)
    Visibility - Disable fog of war
    Visibility - Enable black mask
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Equal to LocalPlayer
          Then - Actions
            Set VariableSet localStrZB[(Player number of (Picked player))] = zb-bounty.MDX
            Set VariableSet localStrMana[(Player number of (Picked player))] = zb-mana.mdx
          Else - Actions
            Set VariableSet localStrZB[(Player number of (Picked player))] = blank.mdx
            Set VariableSet localStrMana[(Player number of (Picked player))] = blank.mdx
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Player - Make (Player((Integer A))) treat (Player(((Integer A) + 6))) as an Ally
        Player - Make (Player(((Integer A) + 6))) treat (Player((Integer A))) as an Ally
        Player - Set name of (Player(((Integer A) + 6))) to (Name of (Player((Integer A))))
    -------- ** LOCK TIME AND SPEED ** --------
    Game - Set the time of day to 12
    Game - Turn the day/night cycle Off
    Game - Set game speed to Fastest
    Game - Lock the game speed
    Game - Disable ally color button and Disable creep camp button
    Game - Set ally color filtering to 0
    -------- ADD PLAYERS TO TIPS --------
    Trigger - Turn off (This trigger)
Set Colors
  Events
  Conditions
  Actions
    -------- ** SET COLOR GROUP ** --------
    Set VariableSet playerColors[0] = (Color of Player 2 (Blue))
    Set VariableSet playerColors[1] = (Color of Player 4 (Purple))
    Set VariableSet playerColors[2] = (Color of Player 5 (Yellow))
    Set VariableSet playerColors[3] = (Color of Player 7 (Green))
    Set VariableSet playerColors[4] = (Color of Player 9 (Gray))
    Set VariableSet playerColors[5] = (Color of Player 12 (Brown))
    -------- ** GET PLAYERS ** --------
    Set VariableSet tmpPlayerGroup = (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).)
    Set VariableSet tmpInt = 0
    For each (Integer A) from 0 to 5, do (Actions)
      Loop - Actions
        Player Group - Pick every player in (Player group((Random player from tmpPlayerGroup))) and do (Actions)
          Loop - Actions
            -------- ** CHANGE TO RANDOM COLOR ** --------
            Player - Change color of (Picked player) to playerColors[tmpInt], Changing color of existing units
            Player - Change color of (Player(((Player number of (Picked player)) + 6))) to (Color of (Picked player)), Changing color of existing units
            -------- ** SET PLAYER COLOR VARIABLES ** --------
            -------- ** BLUE ** --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                playerColors[tmpInt] Equal to Blue
              Then - Actions
                Set VariableSet PlayerColorR[(Player number of (Picked player))] = 0.00
                Set VariableSet PlayerColorB[(Player number of (Picked player))] = 100.00
                Set VariableSet PlayerColorG[(Player number of (Picked player))] = 25.88
              Else - Actions
                -------- ** PURPLE ** --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    playerColors[tmpInt] Equal to Purple
                  Then - Actions
                    Set VariableSet PlayerColorR[(Player number of (Picked player))] = 32.94
                    Set VariableSet PlayerColorB[(Player number of (Picked player))] = 50.58
                    Set VariableSet PlayerColorG[(Player number of (Picked player))] = 0.00
                  Else - Actions
                    -------- ** YELLOW ** --------
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        playerColors[tmpInt] Equal to Yellow
                      Then - Actions
                        Set VariableSet PlayerColorR[(Player number of (Picked player))] = 100.00
                        Set VariableSet PlayerColorB[(Player number of (Picked player))] = 0.39
                        Set VariableSet PlayerColorG[(Player number of (Picked player))] = 98.82
                      Else - Actions
                        -------- ** GREEN ** --------
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            playerColors[tmpInt] Equal to Green
                          Then - Actions
                            Set VariableSet PlayerColorR[(Player number of (Picked player))] = 12.54
                            Set VariableSet PlayerColorB[(Player number of (Picked player))] = 0.00
                            Set VariableSet PlayerColorG[(Player number of (Picked player))] = 75.29
                          Else - Actions
                            -------- ** GRAY ** --------
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                playerColors[tmpInt] Equal to Gray
                              Then - Actions
                                Set VariableSet PlayerColorR[(Player number of (Picked player))] = 58.43
                                Set VariableSet PlayerColorB[(Player number of (Picked player))] = 59.21
                                Set VariableSet PlayerColorG[(Player number of (Picked player))] = 58.82
                              Else - Actions
                                -------- ** BROWN ** --------
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    playerColors[tmpInt] Equal to Brown
                                  Then - Actions
                                    Set VariableSet PlayerColorR[(Player number of (Picked player))] = 30.58
                                    Set VariableSet PlayerColorB[(Player number of (Picked player))] = 1.56
                                    Set VariableSet PlayerColorG[(Player number of (Picked player))] = 16.47
                                  Else - Actions
                                    -------- ** ERROR: RUN TRIGGER AGAIN ** --------
                                    Trigger - Run (This trigger) (ignoring conditions)
                                    Skip remaining actions
            Player Group - Remove (Picked player) from tmpPlayerGroup.
        Set VariableSet tmpInt = (tmpInt + 1)
Briefing
  Events
  Conditions
  Actions
    Wait 2.00 seconds
    Cinematic - Clear the screen of text messages for playerGroupTips.
    Game - Display to playerGroupTips for 10.00 seconds the text: |cffFF0202YOUR OBJECTIVE:
    Wait 2.00 seconds
    Game - Display to playerGroupTips for 8.00 seconds the text: |cffC8C8C8-- Kill Zerglings to win |cffFE890DROUNDS
    Wait 2.00 seconds
    Game - Display to playerGroupTips for 6.00 seconds the text: |cffC8C8C8-- Win rounds to gain |cffFE600D POINTS
    Wait 2.00 seconds
    Game - Display to playerGroupTips for 4.00 seconds the text: |cffC8C8C8-- Have the most |cffFE600DPOINTS |cffC8C8C8in |cffFFCC003 |cffFE890DROUNDS |cffC8C8C8to win.
    -------- SELECT BEACON --------
    Wait 7.00 seconds
    Game - Display to playerGroupTips for 3.50 seconds the text: |cffC8C8C8-- Begin by selecting the |cffFE890DBEACON |cffC8C8C8(or pressing the |cffFE600DESCAPE |cffC8C8C8key)
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.50 seconds the text: |cffC8C8C8-- While the |cffFE890DBEACON |cffC8C8C8is selected, you are in |cffFE600DMACRO MODE|cffC8C8C8.
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.50 seconds the text: |cffC8C8C8-- |cffFE890DMACRO MODE |cffC8C8C8allows you to give orders to |cffFE600DALL UNITS
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.50 seconds the text: |cffC8C8C8-- The |cffFFCC00BEACON |cffC8C8C8also has |cffFE890DSPECIAL UNITS |cffC8C8C8and |cffFE600DUPGRADES
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.50 seconds the text: |cffC8C8C8-- Kill enemies to get |cffFFCC00ZB's |cffC8C8C8for |cffFE890DUPGRADES
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.60 seconds the text: |cffC8C8C8-- You get |cff7DBEF1ENERGY |cffC8C8C8when a unit is killed. Use |cff7DBEF1ENERGY|cffC8C8C8 to spawn |cffFE890DSPECIAL UNITS
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.60 seconds the text: |cffC8C8C8-- Be sure to spend all of your |cff7DBEF1ENERGY |cffC8C8C8and|r |cffFE890DzB|cffC8C8C8, they do NOT carry into the next round!
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.60 seconds the text: |cffC8C8C8-- For bugs/suggestions, send a tweet to |cffFE890DZanMgt_Gabriel
    Wait 6.25 seconds
    Game - Display to playerGroupTips for 3.60 seconds the text: |cffC8C8C8-- Go ahead and enter combat now. |cff32CD32Good luck, have fun!
    Wait 6.25 seconds
    Player Group - Pick every player in playerGroupTips and do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in (Units owned by (Picked player) of type DUMMY - SKIP TIPS) and do (Actions)
          Loop - Actions
            Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
            Unit - Kill (Picked unit)
        Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
        Player Group - Remove (Picked player) from playerGroupTips.
        Multiboard - Show Mutltiboard
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Picked player) Equal to Player 1 (Red)
          Then - Actions
            Trigger - Turn off Leave_Base_P1 <gen>
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Picked player) Equal to Player 2 (Blue)
              Then - Actions
                Trigger - Turn off Leave_Base_P2 <gen>
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Picked player) Equal to Player 3 (Teal)
                  Then - Actions
                    Trigger - Turn off Leave_Base_P3 <gen>
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Picked player) Equal to Player 4 (Purple)
                      Then - Actions
                        Trigger - Turn off Leave_Base_P4 <gen>
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Picked player) Equal to Player 5 (Yellow)
                          Then - Actions
                            Trigger - Turn off Leave_Base_P5 <gen>
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Picked player) Equal to Player 6 (Orange)
                              Then - Actions
                                Trigger - Turn off Leave_Base_P6 <gen>
                              Else - Actions
                                Do nothing
Leave Base P1
  Events
    Unit - A unit leaves nearBeacon_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Leave Base P2
  Events
    Unit - A unit leaves nearBeacon_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 2 (Blue)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Leave Base P3
  Events
    Unit - A unit leaves nearBeacon_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 3 (Teal)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Leave Base P4
  Events
    Unit - A unit leaves nearBeacon_4 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 4 (Purple)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Leave Base P5
  Events
    Unit - A unit leaves nearBeacon_5 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Leave Base P6
  Events
    Unit - A unit leaves nearBeacon_6 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
  Actions
    Cinematic - Clear the screen of text messages for (Player group((Owner of (Triggering unit)))).
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
    Player Group - Remove (Owner of (Triggering unit)) from playerGroupTips.
    Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type DUMMY - SKIP TIPS) and do (Actions)
      Loop - Actions
        Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + killed DUMMY)
        Unit - Kill (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to LocalPlayer
      Then - Actions
        Multiboard - Show Mutltiboard
      Else - Actions
        Do nothing
    Trigger - Turn off (This trigger)
Point Commands
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
  Actions
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of issued order)
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    -------- ** COMMANDS ** --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
      Then - Actions
        Custom script: call DestroyGroup (udg_tmpUnitGroup)
        -------- ** MOVE ** --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Issued order) Equal to (Order(smart))
                (Issued order) Equal to (Order(setrally))
          Then - Actions
            -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
            Unit - Create 1.DUMMY - MOVEMENT for Neutral Passive at tmpPoint facing Default building facing degrees
            Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
            Unit - Kill (Last created unit)
            -------- ** ISSUE MOVE TO tmpPoint WITH SCATTER ** --------
            Trigger - Turn off (This trigger)
            Unit Group - Pick every unit in PlayerUnitsGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
              Loop - Actions
                Custom script: call RemoveLocation (udg_tmpPoint2)
                Set VariableSet tmpPoint2 = (tmpPoint offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[(Player number of (Triggering player))])))) towards (Random angle) degrees.)
                Unit - Order (Picked unit) to Move To.tmpPoint2
            Trigger - Turn on (This trigger)
          Else - Actions
            -------- ** ATTACK ** --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Issued order) Equal to (Order(channel))
              Then - Actions
                -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
                Unit - Create 1.DUMMY - ATTACK for Neutral Passive at tmpPoint facing Default building facing degrees
                Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
                Unit - Kill (Last created unit)
                -------- ** ISSUE ATTACK TO tmpPoint WITH SCATTER ** --------
                Trigger - Turn off (This trigger)
                Unit Group - Pick every unit in PlayerUnitsGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
                  Loop - Actions
                    Custom script: call RemoveLocation (udg_tmpPoint2)
                    Set VariableSet tmpPoint2 = (tmpPoint offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[(Player number of (Triggering player))])))) towards (Random angle) degrees.)
                    Unit - Order (Picked unit) to Attack-Move To.tmpPoint2
                Trigger - Turn on (This trigger)
              Else - Actions
                Do nothing
      Else - Actions
        Do nothing
Object Commands
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[tmpInt])
    Custom script: call RemoveLocation (udg_tmpPoint)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Target unit of issued order) Equal to No unit
      Then - Actions
        Set VariableSet tmpPoint = (Position of (Target destructible of issued order))
      Else - Actions
        Set VariableSet tmpPoint = (Position of (Target unit of issued order))
    Unit - Move eye[tmpInt] instantly to tmpPoint, facing tmpPoint1
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
      Then - Actions
        -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Issued order) Equal to (Order(smart))
                (Issued order) Equal to (Order(setrally))
          Then - Actions
            Unit - Create 1.DUMMY - MOVEMENT for Neutral Passive at tmpPoint facing Default building facing degrees
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Issued order) Equal to (Order(channel))
              Then - Actions
                Unit - Create 1.DUMMY - ATTACK for Neutral Passive at tmpPoint facing Default building facing degrees
              Else - Actions
                Do nothing
        Unit - Change color of (Last created unit) to (Color of tmpPlayer)
        Unit - Kill (Last created unit)
        -------- ** ISSUE MOVE TO tmpPoint WITH SCATTER ** --------
        Unit Group - Pick every unit in PlayerUnitsGroup[tmpInt] and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Picked unit)) Equal to tmpPlayer
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Target unit of issued order) Equal to No unit
                  Then - Actions
                    Custom script: call RemoveLocation (udg_tmpPoint2)
                    Set VariableSet tmpPoint2 = (tmpPoint offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[tmpInt])))) towards (Random angle) degrees.)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Or - Any (Conditions) are true
                          Conditions
                            (Issued order) Equal to (Order(smart))
                            (Issued order) Equal to (Order(setrally))
                      Then - Actions
                        Unit - Order (Picked unit) to Move To.tmpPoint2
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Issued order) Equal to (Order(channel))
                          Then - Actions
                            Unit - Order (Picked unit) to Attack-Move To.tmpPoint2
                          Else - Actions
                            Do nothing
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Or - Any (Conditions) are true
                          Conditions
                            (Issued order) Equal to (Order(smart))
                            (Issued order) Equal to (Order(setrally))
                      Then - Actions
                        Unit - Order (Picked unit) to Right-Click.(Target unit of issued order)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Issued order) Equal to (Order(channel))
                          Then - Actions
                            Unit - Order (Picked unit) to Attack.(Target unit of issued order)
                          Else - Actions
                            Do nothing
              Else - Actions
                Do nothing
      Else - Actions
        Do nothing
Rally
  Events
    Unit - A unit Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Ability being cast) Equal to Rally
  Actions
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of ability being cast)
    Custom script: call RemoveLocation (udg_RallyPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    Set VariableSet RallyPoint[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpPlayer = (Player(tmpInt))
    -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
    Unit - Create 1.DUMMY - RALLY for Neutral Passive at tmpPoint facing Default building facing degrees
    Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
    Unit - Kill (Last created unit)
    -------- ** SET RallyPoint TO POINT OF ORDER ** --------
    Cinematic - Ping minimap for (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)).) at tmpPoint for 1.00 seconds
Hold Position
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Unit-type of (Triggering unit)) Equal to typeZergBeacon
  Actions
    -------- ** ALL UNITS (OWNED BY PLAYER) HOLD POSITION ** --------
    Unit Group - Pick every unit in PlayerUnitsGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Ability being cast) Equal to Hold Position
          Then - Actions
            Unit - Order (Picked unit) to Hold Position.
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Ability being cast) Equal to Stop
              Then - Actions
                Unit - Order (Picked unit) to Stop.
              Else - Actions
                Do nothing
There are four pocket factory abilities, Roach, Hydralisk, Marine, Zergling, and soon Banelings. Only one Pocket Factory ability can be activated at any point. Make sure that multible Pocket Factory abilities are not on at the same time to avoid complications.
Launch Roach
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    And - All (Conditions) are true
      Conditions
        (Issued order) Equal to (Order(avatar))
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpInt2 = 90
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of issued order)
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    -------- ** FIRE POCKET FACTORY IF TRUE ** --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            PlayerUnits[tmpInt] Less than tmpInt2
            (Terrain pathing at tmpPoint of type Walkability is off) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            LocalPlayer Equal to (Triggering player)
          Then - Actions
            Sound - Stop PsiSound <gen> Immediately
            Sound - Play PsiSound <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            Do nothing
        Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
        -------- ** SHOW CREATION POINT TO ALL PLAYERS ** --------
        Unit - Create 1.DUMMY - CREATION for tmpPlayer at tmpPoint facing Default building facing degrees
        Unit - Change color of (Last created unit) to (Color of (Player(tmpInt)))
        Unit Group - Add (Last created unit) to AuraGroup
        -------- ** ENABLE POCKET FACTORY ABILITY "SPAWN ROACH" ** --------
        Player - Enable Spawn Roach for tmpPlayer
        -------- ** FIRE AVAILABLE POCKET FACTORY ABILITY AT tmpPoint ** --------
        Unit - Order PlayerBeacon[tmpInt] to Neutral Tinker - Pocket Factory.tmpPoint
        -------- ** DISABLE SPAWN ROACH ** --------
        Player - Disable Spawn Roach for tmpPlayer
      Else - Actions
        Sound - Play Error <gen>
        -------- ** SHOW INABILITY TO SPAWN UNIT AT tmpPoint ** --------
        Special Effect - Create a special effect at tmpPoint using zb-error.MDX
        Special Effect - Destroy (Last created special effect)
        -------- ** GIVE MANA BACK ** --------
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 19.00)
There are four pocket factory abilities, Roach, Hydralisk, Marine and Zerglings. Only one Pocket Factory ability can be activated at any point. Make sure that multible Pocket Factory abilities are not on at the same time to avoid complications.
Launch Hydralisk
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    And - All (Conditions) are true
      Conditions
        (Issued order) Equal to (Order(charm))
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpInt2 = 90
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of issued order)
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    -------- ** FIRE POCKET FACTORY IF TRUE ** --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            PlayerUnits[tmpInt] Less than tmpInt2
            (Terrain pathing at tmpPoint of type Walkability is off) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            LocalPlayer Equal to (Triggering player)
          Then - Actions
            Sound - Stop PsiSound <gen> Immediately
            Sound - Play PsiSound <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            Do nothing
        Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
        -------- ** SHOW CREATION POINT TO ALL PLAYERS ** --------
        Unit - Create 1.DUMMY - CREATION for tmpPlayer at tmpPoint facing Default building facing degrees
        Unit - Change color of (Last created unit) to (Color of (Player(tmpInt)))
        Unit Group - Add (Last created unit) to AuraGroup
        -------- ** ENABLE POCKET FACTORY ABILITY "SPAWN HYDRALISK" ** --------
        Player - Enable Spawn Hydralisk for tmpPlayer
        -------- ** FIRE AVAILABLE POCKET FACTORY ABILITY AT tmpPoint ** --------
        Unit - Order PlayerBeacon[tmpInt] to Neutral Tinker - Pocket Factory.tmpPoint
        -------- ** DISABLE SPAWN HYDRALISK ** --------
        Player - Disable Spawn Hydralisk for tmpPlayer
      Else - Actions
        Sound - Play Error <gen>
        -------- ** SHOW INABILITY TO SPAWN UNIT AT tmpPoint ** --------
        Special Effect - Create a special effect at tmpPoint using zb-error.MDX
        Special Effect - Destroy (Last created special effect)
        -------- ** GIVE MANA BACK ** --------
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 21.00)
There are four pocket factory abilities, Roach, Hydralisk, Marine, Zergling, and soon Banelings. Only one Pocket Factory ability can be activated at any point. Make sure that multible Pocket Factory abilities are not on at the same time to avoid complications.
Launch Zergling
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    And - All (Conditions) are true
      Conditions
        (Issued order) Equal to (Order(barkskin))
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpInt2 = 90
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of issued order)
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    -------- ** FIRE POCKET FACTORY IF TRUE ** --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            PlayerUnits[tmpInt] Less than or equal to (tmpInt2 - 2)
            (Terrain pathing at tmpPoint of type Walkability is off) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            LocalPlayer Equal to (Triggering player)
          Then - Actions
            Sound - Stop PsiSound <gen> Immediately
            Sound - Play PsiSound <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            Do nothing
        Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 2)
        -------- ** SHOW CREATION POINT TO ALL PLAYERS ** --------
        Unit - Create 1.DUMMY - CREATION for tmpPlayer at tmpPoint facing Default building facing degrees
        Unit - Change color of (Last created unit) to (Color of (Player(tmpInt)))
        Unit Group - Add (Last created unit) to AuraGroup
        -------- ** ENABLE POCKET FACTORY ABILITY "SPAWN ZERGLING" ** --------
        Player - Enable Spawn Zergling for tmpPlayer
        -------- ** FIRE AVAILABLE POCKET FACTORY ABILITY AT tmpPoint ** --------
        Unit - Order PlayerBeacon[tmpInt] to Neutral Tinker - Pocket Factory.tmpPoint
        -------- ** DISABLE SPAWN ZERGLING ** --------
        Player - Disable Spawn Zergling for tmpPlayer
      Else - Actions
        Sound - Play Error <gen>
        -------- ** SHOW INABILITY TO SPAWN UNIT AT tmpPoint ** --------
        Special Effect - Create a special effect at tmpPoint using zb-error.MDX
        Special Effect - Destroy (Last created special effect)
        -------- ** GIVE MANA BACK ** --------
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 5.00)
There are four pocket factory abilities, Roach, Hydralisk, Marine, Zergling, and soon Banelings. Only one Pocket Factory ability can be activated at any point. Make sure that multible Pocket Factory abilities are not on at the same time to avoid complications.
Launch Marine
  Events
    Unit - A unit Is issued an order targeting a point
  Conditions
    And - All (Conditions) are true
      Conditions
        (Issued order) Equal to (Order(banish))
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Set VariableSet tmpInt2 = 90
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Target point of issued order)
    Set VariableSet tmpPlayer = (Player(tmpInt))
    Custom script: call RemoveLocation (udg_tmpPoint1)
    Set VariableSet tmpPoint1 = (Position of PlayerBeacon[(Player number of (Triggering player))])
    Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint, facing tmpPoint1
    -------- ** FIRE POCKET FACTORY IF TRUE ** --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            PlayerUnits[tmpInt] Less than tmpInt2
            (Terrain pathing at tmpPoint of type Walkability is off) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            LocalPlayer Equal to (Triggering player)
          Then - Actions
            Sound - Stop PsiSound <gen> Immediately
            Sound - Play PsiSound <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            Do nothing
        Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
        -------- ** SHOW CREATION POINT TO ALL PLAYERS ** --------
        Unit - Create 1.DUMMY - CREATION for tmpPlayer at tmpPoint facing Default building facing degrees
        Unit - Change color of (Last created unit) to (Color of (Player(tmpInt)))
        Unit Group - Add (Last created unit) to AuraGroup
        -------- ** ENABLE POCKET FACTORY ABILITY "SPAWN MARINE" ** --------
        Player - Enable Spawn Marine for tmpPlayer
        -------- ** FIRE AVAILABLE POCKET FACTORY ABILITY AT tmpPoint ** --------
        Unit - Order PlayerBeacon[tmpInt] to Neutral Tinker - Pocket Factory.tmpPoint
        -------- ** DISABLE SPAWN MARINE ** --------
        Player - Disable Spawn Marine for tmpPlayer
      Else - Actions
        Sound - Play Error <gen>
        -------- ** SHOW INABILITY TO SPAWN UNIT AT tmpPoint ** --------
        Special Effect - Create a special effect at tmpPoint using zb-error.MDX
        Special Effect - Destroy (Last created special effect)
        -------- ** GIVE MANA BACK ** --------
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 8.00)
This trigger kills
Create Roach
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Rifleman
  Actions
    Set VariableSet tmpReal = 99999.00
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Triggering unit))
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Unit Group - Pick every unit in AuraGroup and do (Actions)
      Loop - Actions
        Set VariableSet tmpPoint1 = (Position of (Picked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between tmpPoint and tmpPoint1) Less than tmpReal
          Then - Actions
            Set VariableSet tmpReal = (Distance between tmpPoint and tmpPoint1)
            Set VariableSet tmpUnit = (Picked unit)
          Else - Actions
            Do nothing
        Custom script: call RemoveLocation (udg_tmpPoint1)
    Unit Group - Remove tmpUnit from AuraGroup.
    Unit - Remove tmpUnit from the game
    Unit - Remove (Triggering unit) from the game
    -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
    Unit - Create 1.DUMMY - SPAWN for Neutral Passive at tmpPoint facing Default building facing degrees
    Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
    Unit - Kill (Last created unit)
    Trigger - Run Spawn_Roach <gen> (ignoring conditions)
Create Hydralisk
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Knight
  Actions
    Set VariableSet tmpReal = 99999.00
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Triggering unit))
    Unit Group - Pick every unit in AuraGroup and do (Actions)
      Loop - Actions
        Set VariableSet tmpPoint1 = (Position of (Picked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between tmpPoint and tmpPoint1) Less than tmpReal
          Then - Actions
            Set VariableSet tmpReal = (Distance between tmpPoint and tmpPoint1)
            Set VariableSet tmpUnit = (Picked unit)
          Else - Actions
            Do nothing
        Custom script: call RemoveLocation (udg_tmpPoint1)
    Unit Group - Remove tmpUnit from AuraGroup.
    Unit - Remove tmpUnit from the game
    Unit - Remove (Triggering unit) from the game
    -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
    Unit - Create 1.DUMMY - SPAWN for Neutral Passive at tmpPoint facing Default building facing degrees
    Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
    Unit - Kill (Last created unit)
    Trigger - Run Spawn_Hydralisk <gen> (ignoring conditions)
Create Zergling
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Peasant
  Actions
    Set VariableSet tmpReal = 99999.00
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Triggering unit))
    Unit Group - Pick every unit in AuraGroup and do (Actions)
      Loop - Actions
        Set VariableSet tmpPoint1 = (Position of (Picked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between tmpPoint and tmpPoint1) Less than tmpReal
          Then - Actions
            Set VariableSet tmpReal = (Distance between tmpPoint and tmpPoint1)
            Set VariableSet tmpUnit = (Picked unit)
          Else - Actions
            Do nothing
        Custom script: call RemoveLocation (udg_tmpPoint1)
    Unit Group - Remove tmpUnit from AuraGroup.
    Unit - Remove tmpUnit from the game
    Unit - Remove (Triggering unit) from the game
    -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
    Unit - Create 1.DUMMY - SPAWN for Neutral Passive at tmpPoint facing Default building facing degrees
    Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
    Unit - Kill (Last created unit)
    For each (Integer A) from 1 to 2, do (Actions)
      Loop - Actions
        Trigger - Run Spawn_Zergling <gen> (ignoring conditions)
Create Marine
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Footman
  Actions
    Set VariableSet tmpReal = 99999.00
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Triggering unit))
    Unit Group - Pick every unit in AuraGroup and do (Actions)
      Loop - Actions
        Set VariableSet tmpPoint1 = (Position of (Picked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between tmpPoint and tmpPoint1) Less than tmpReal
          Then - Actions
            Set VariableSet tmpReal = (Distance between tmpPoint and tmpPoint1)
            Set VariableSet tmpUnit = (Picked unit)
          Else - Actions
            Do nothing
        Custom script: call RemoveLocation (udg_tmpPoint1)
    Unit Group - Remove tmpUnit from AuraGroup.
    Unit - Remove tmpUnit from the game
    Unit - Remove (Triggering unit) from the game
    -------- ** SHOW PLAYERS POSITION OF tmpPoint ** --------
    Unit - Create 1.DUMMY - SPAWN for Neutral Passive at tmpPoint facing Default building facing degrees
    Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
    Unit - Kill (Last created unit)
    Trigger - Run Spawn_Marine <gen> (ignoring conditions)
bloodlust = Zergling Upgrade
burrow = Roach Upgrade
cannibalize = Hydralisk Upgrade
curse = Stim Upgrade
Zergling Upgrade
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Issued order) Equal to (Order(bloodlust))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 125
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play UpgradeComplete <gen>
          Else - Actions
            Do nothing
        Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |cffFE600DUPGRADED|r Metabolic Boost |cffFF0202-125 zB|r |cff1FBF00+33%|cffC8C8C8 |cff949596Zergling Movement Speed
        Player - Set (Triggering player).Current gold to (((Triggering player) Current gold) - 125)
        Set VariableSet uZerglingBool[(Player number of (Triggering player))] = True
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
        Unit Group - Remove all units from tmpUnitGroup.
        Set VariableSet tmpUnitGroup = (Units owned by (Player(tmpInt)).)
        Unit Group - Pick every unit in (Units owned by (Player((tmpInt + 6))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to tmpUnitGroup
        Unit Group - Pick every unit in tmpUnitGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to typeZergBeacon
              Then - Actions
                Unit - Remove SB - Faster Zergling from (Picked unit)
              Else - Actions
                -------- ZERGLING --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Zergling
                  Then - Actions
                    Unit - Set (Picked unit) movement speed to 500.00
                    Animation - Change (Picked unit) turn speed to (1.50 + 1.50)
                  Else - Actions
                    Do nothing
        Custom script: call DestroyGroup (udg_tmpUnitGroup)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play MoreMinerals <gen>
          Else - Actions
            Do nothing
Hydralisk Upgrade
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Issued order) Equal to (Order(cannibalize))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 95
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play UpgradeComplete <gen>
          Else - Actions
            Do nothing
        Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |cffFE600DUPGRADED |rGrooved Spines |cffFF0202-95 zB |cff1FBF00+20% |cffC8C8C8Hydrlisk Range
        Player - Set (Triggering player).Current gold to (((Triggering player) Current gold) - 95)
        Set VariableSet uHydraliskBool[(Player number of (Triggering player))] = True
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
        Unit Group - Remove all units from tmpUnitGroup.
        Set VariableSet tmpUnitGroup = (Units owned by (Player(tmpInt)).)
        Unit Group - Pick every unit in (Units owned by (Player((tmpInt + 6))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to tmpUnitGroup
        Unit Group - Pick every unit in tmpUnitGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to typeZergBeacon
              Then - Actions
                Unit - Remove SB - Marks-Hydralisk from (Picked unit)
              Else - Actions
                -------- ZERGLING --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Hydralisk
                  Then - Actions
                    Unit - Replace (Picked unit) with a Hydralisk (Grooved Spines) using The old unit's life and mana
                    Unit Group - Add (Last replaced unit) to PlayerUnitsGroup[tmpInt]
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Owner of (Triggering unit)) Equal to (Player((tmpInt + 6)))
                      Then - Actions
                        Custom script: call RemoveLocation (udg_tmpPoint2)
                        Set VariableSet tmpPoint2 = ((Center of BeaconSpawn[tmpInt]) offset by (Random real number between 16.00 and 640.00) towards (Random angle) degrees.)
                        Trigger - Turn off Point_Commands <gen>
                        Unit - Order (Last replaced unit) to Move To.tmpPoint2
                        Trigger - Turn on Point_Commands <gen>
                      Else - Actions
                        Do nothing
                  Else - Actions
                    Do nothing
        Custom script: call DestroyGroup (udg_tmpUnitGroup)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play MoreMinerals <gen>
          Else - Actions
            Do nothing
Roach Upgrade
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Issued order) Equal to (Order(burrow))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 85
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play UpgradeComplete <gen>
          Else - Actions
            Do nothing
        Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |cffFE600DUPGRADED|r Glial Reconstruction |cffFF0202-85 zB|r |cff1FBF00+40%|cffC8C8C8 Roach Movement Speed
        Player - Set (Triggering player).Current gold to (((Triggering player) Current gold) - 85)
        Set VariableSet uRoachBool[(Player number of (Triggering player))] = True
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
        Unit Group - Remove all units from tmpUnitGroup.
        Set VariableSet tmpUnitGroup = (Units owned by (Player(tmpInt)).)
        Unit Group - Pick every unit in (Units owned by (Player((tmpInt + 6))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to tmpUnitGroup
        Unit Group - Pick every unit in tmpUnitGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to typeZergBeacon
              Then - Actions
                Unit - Remove SB - Faster Roach from (Picked unit)
              Else - Actions
                -------- ZERGLING --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Roach
                  Then - Actions
                    Unit - Set (Picked unit) movement speed to 340.00
                  Else - Actions
                    Do nothing
        Custom script: call DestroyGroup (udg_tmpUnitGroup)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play MoreMinerals <gen>
          Else - Actions
            Do nothing
Marine Stims Upgrade
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        uStimBool[(Player number of (Triggering player))] Equal to False
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Issued order) Equal to (Order(curse))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 80
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play UpgradeComplete <gen>
          Else - Actions
            Do nothing
        Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
        Game - Display to (Player group((Triggering player))) for 5.00 seconds the text: |cffFE600DUPGRADED |rStimpacks |cffFF0202-80 zB |cff1FBF00+50% |cffC8C8C8Marine Movement Speed |cff1FBF00+50% |cffC8C8C8Attack Speed |cffFF0202-10 |cffC8C8C8Marine HP
        Player - Set (Triggering player).Current gold to (((Triggering player) Current gold) - 80)
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
        Unit Group - Remove all units from tmpUnitGroup.
        Set VariableSet tmpUnitGroup = (Units owned by (Player(tmpInt)).)
        Unit Group - Pick every unit in (Units owned by (Player((tmpInt + 6))).) and do (Actions)
          Loop - Actions
            Unit Group - Add (Picked unit) to tmpUnitGroup
        Unit Group - Pick every unit in tmpUnitGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to typeZergBeacon
              Then - Actions
                Unit - Remove SB - Marine Stims from (Picked unit)
                Unit - Add Stim Marines to PlayerBeacon[(Player number of (Triggering player))]
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Unit-type of (Picked unit)) Equal to Marine
                  Then - Actions
                    Unit - Add Stim Marines to (Picked unit)
                  Else - Actions
                    Do nothing
        Custom script: call DestroyGroup (udg_tmpUnitGroup)
        Set VariableSet uStimBool[(Player number of (Triggering player))] = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play MoreMinerals <gen>
          Else - Actions
            Do nothing
Stims
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        uStimBool[(Player number of (Triggering player))] Equal to True
        (Issued order) Equal to (Order(deathcoil))
  Actions
    Set VariableSet tmpBool = False
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
      Then - Actions
        Unit Group - Pick every unit in PlayerUnitsGroup[(Player number of (Triggering player))] and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Picked unit)) Equal to Marine
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Life of (Picked unit)) Greater than or equal to 11.00
                  Then - Actions
                    Custom script: call RemoveLocation (udg_tmpPoint)
                    Set VariableSet tmpPoint = (Position of (Triggering unit))
                    Unit - Add Stimpack to (Picked unit)
                    Unit - Order (Picked unit) to Orc Troll Berserker - Berserk.
                    Unit - Remove Stimpack from (Picked unit)
                    Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
                    Set VariableSet tmpInt = (Random integer number between 1 and 2)
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        tmpInt Equal to 1
                      Then - Actions
                        Sound - Stop Stim2 <gen> Immediately
                        Sound - Stop Stim1 <gen> Immediately
                        Sound - Play Stim1 <gen> at 100% volume, located at tmpPoint with Z offset 0
                      Else - Actions
                        Sound - Stop Stim1 <gen> Immediately
                        Sound - Stop Stim2 <gen> Immediately
                        Sound - Play Stim2 <gen> at 100% volume, located at tmpPoint with Z offset 0
                  Else - Actions
                    Do nothing
              Else - Actions
                Do nothing
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Marine
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Life of (Triggering unit)) Greater than or equal to 11.00
              Then - Actions
                Set VariableSet tmpBool = True
                Unit - Add Stimpack to (Triggering unit)
                Unit - Order (Triggering unit) to Orc Troll Berserker - Berserk.
                Unit - Remove Stimpack from (Triggering unit)
                Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 10.00)
              Else - Actions
                Do nothing
          Else - Actions
            Do nothing
EVAC
  Events
    Unit - A unit Is issued an order with no target
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to typeZergBeacon
        (Issued order) Equal to (Order(blink))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering player) Current gold) Greater than or equal to 20
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            LocalPlayer Equal to (Triggering player)
          Then - Actions
            Sound - Stop PsiSound <gen> Immediately
            Sound - Play PsiSound <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            Do nothing
        Player - Set (Triggering player).Current gold to (((Triggering player) Current gold) - 20)
        Cinematic - Clear the screen of text messages for (Player group((Triggering player))).
        Game - Display to (Player group((Triggering player))) for 3.00 seconds the text: |cffFE890DEVACUATING |cffC8C8C8ALL UNITS |cffFF0202-20 zB
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
        Set VariableSet tmpPlayer = (Player(tmpInt))
        Custom script: call RemoveLocation (udg_tmpPoint1)
        Set VariableSet tmpPoint1 = (Position of PlayerBeacon[tmpInt])
        Set VariableSet RallyPoint[tmpInt] = tmpPoint1
        Unit - Move eye[(Player number of (Triggering player))] instantly to tmpPoint1, facing tmpPoint1
        Unit Group - Pick every unit in PlayerUnitsGroup[tmpInt] and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (nearBeacon[tmpInt] contains (Picked unit)) Equal to True
              Then - Actions
                Do nothing
              Else - Actions
                Set VariableSet tmpBool = True
                Unit - Change ownership of (Picked unit) to (Player((tmpInt + 6))) and Retain color
                Unit - Set (Picked unit) movement speed to ((Current movement speed of (Picked unit)) + 150.00)
                Set VariableSet tmpPoint = (Position of (Picked unit))
                Custom script: call RemoveLocation (udg_tmpPoint2)
                Set VariableSet tmpPoint2 = ((Center of BeaconSpawn[tmpInt]) offset by (Random real number between 16.00 and 640.00) towards (Random angle) degrees.)
                Trigger - Turn off Point_Commands <gen>
                Unit - Order (Picked unit) to Move To.tmpPoint2
                Trigger - Turn on Point_Commands <gen>
                Unit - Create 1.DUMMY - TRANSPORT for Neutral Passive at tmpPoint facing Default building facing degrees
                Unit - Change color of (Last created unit) to (Color of (Player(tmpInt)))
                Unit - Kill (Last created unit)
                Unit - Turn collision for (Picked unit) Off.
                Unit Group - Remove (Picked unit) from PlayerUnitsGroup[tmpInt].
                Custom script: call RemoveLocation (udg_tmpPoint)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Triggering unit)) Equal to LocalPlayer
          Then - Actions
            Sound - Play MoreMinerals <gen>
          Else - Actions
            Do nothing
Zergling
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    -------- CANNOT BE IN "PICK EVERY PLAYER!!!! vvvvvvvvvvv --------
    Set VariableSet tmpInt3 = (Number of players in PlayingGoup)
    -------- CANNOT BE IN "PICK EVERY PLAYER!!!! ^^^^^^^^^^^ --------
    Set VariableSet tmpAvgTotal = 0.00
    -------- ** DUE TO WC3 SUCKYNESS THIS CODE WILL LOOK CRAPPY ** --------
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Victory[(Integer A)] Equal to False
          Then - Actions
            Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of (Player((Integer A))))])))
          Else - Actions
            Do nothing
    Set VariableSet tmpAvgTotal = (tmpAvgTotal / (Real(tmpInt3)))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 1 (Red))])))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 2 (Blue))])))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 3 (Teal))])))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 4 (Purple))])))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 5 (Yellow))])))
    Set VariableSet tmpAvgTotal = (tmpAvgTotal + (Real(PlayerUnits[(Player number of Player 6 (Orange))])))
    Game - Display to (All players) the text: (tmpAvgTotal + (String(tmpAvgTotal)))
    Player Group - Pick every player in PlayingGoup and do (Actions)
      Loop - Actions
        Set VariableSet tmpInt = (Player number of (Picked player))
        Set VariableSet tmpPoint = (Position of PlayerBeacon[tmpInt])
        Set VariableSet tmpInt2 = 90
        Set VariableSet tmpReal = 0.00
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerUnits[tmpInt] Greater than or equal to tmpInt2
          Then - Actions
            Set VariableSet Surplus[tmpInt] = (Surplus[tmpInt] + 1)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Picked player) Equal to (Picked player)
              Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    tmpAvgTotal Less than or equal to 0.00
                  Then - Actions
                    Set VariableSet tmpReal = 0.00
                  Else - Actions
                    Set VariableSet tmpReal1 = (100.00 / tmpAvgTotal)
                    Set VariableSet tmpReal1 = (tmpReal1 x (Real(PlayerUnits[(Player number of (Picked player))])))
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        tmpReal1 Less than or equal to (100.00 - (0.05 x (Real((tmpInt3 - 1)))))
                      Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Rounds[1] Equal to 3
                          Then - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                tmpReal1 Less than or equal to 35.00
                              Then - Actions
                                Set VariableSet tmpReal = 3.00
                              Else - Actions
                                Set VariableSet tmpReal = 2.00
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                Rounds[1] Equal to 2
                              Then - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    tmpReal1 Less than or equal to 50.00
                                  Then - Actions
                                    Set VariableSet tmpReal = 2.00
                                  Else - Actions
                                    Set VariableSet tmpReal = 1.00
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    tmpReal1 Less than or equal to 35.00
                                  Then - Actions
                                    Set VariableSet tmpReal = 2.00
                                  Else - Actions
                                    Set VariableSet tmpReal = 1.00
                        Cinematic - Ping minimap for (All players matching (((Matching player) is in playerGroupTips.) Equal to False).) at (Center of BeaconSpawn[(Player number of (Picked player))]) for 2.00 seconds, using a Flashy ping of color (PlayerColorR[tmpInt]%, PlayerColorG[tmpInt]%, PlayerColorB[tmpInt]%)
                      Else - Actions
                        Set VariableSet tmpReal = 0.00
              Else - Actions
            For each (Integer B) from 1 to (StartingZerglings + (Integer(tmpReal))), do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    PlayerUnits[tmpInt] Greater than or equal to tmpInt2
                  Then - Actions
                    Do nothing
                  Else - Actions
                    Trigger - Run Spawn_Zergling <gen> (ignoring conditions)
                    Player - Enable ZSpawn for (Picked player)
                    Unit - Add ZSpawn to (Last created unit)
                    Unit - Order (Last created unit) to Human Paladin - Activate Divine Shield.
                    Player - Disable ZSpawn for (Picked player)
                    Custom script: call RemoveLocation (udg_tmpPoint2)
                    Set VariableSet tmpPoint2 = (RallyPoint[tmpInt] offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[(Player number of (Picked player))])))) towards (Random angle) degrees.)
                    Trigger - Turn off Point_Commands <gen>
                    Unit - Order (Last created unit) to Attack-Move To.tmpPoint2
                    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
                    Trigger - Turn on Point_Commands <gen>
    For each (Integer B) from 1 to (StartingZerglings + (PlayerLosses[tmpInt] / Divider)), do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerUnits[tmpInt] Greater than or equal to tmpInt2
          Then - Actions
            Do nothing
          Else - Actions
            Trigger - Run Spawn_Zergling <gen> (ignoring conditions)
            Custom script: call RemoveLocation (udg_tmpPoint2)
            Set VariableSet tmpPoint2 = (RallyPoint[tmpInt] offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[(Player number of (Picked player))])))) towards (Random angle) degrees.)
            Trigger - Turn off Point_Commands <gen>
            Unit - Order (Last created unit) to Attack-Move To.tmpPoint2
            Game - Display to (All players) the text: ((X + (String((X of RallyPoint[tmpInt])))) + ( Y + (String((Y of RallyPoint[tmpInt])))))
            Game - Display to (All players) the text: (Player: + (String(tmpInt)))
            Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
            Trigger - Turn on Point_Commands <gen>
Surplus Zerglings
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in PlayingGoup and do (Actions)
      Loop - Actions
        Set VariableSet tmpPoint = (Position of PlayerBeacon[(Player number of (Picked player))])
        Set VariableSet tmpInt = (Player number of (Picked player))
        Set VariableSet tmpInt2 = 90
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                Surplus[tmpInt] Greater than 0
          Then - Actions
            For each (Integer B) from 1 to Surplus[tmpInt], do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    PlayerUnits[tmpInt] Greater than or equal to tmpInt2
                  Then - Actions
                    Do nothing
                  Else - Actions
                    -------- ** DISPLAY ** --------
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Debug[(Player number of (Picked player))] Equal to True
                      Then - Actions
                        Game - Display to (All players) the text: (Suprlus spawn: + (String(Surplus[(Player number of (Picked player))])))
                      Else - Actions
                        Do nothing
                    Trigger - Run Spawn_Zergling <gen> (ignoring conditions)
                    Custom script: call RemoveLocation (udg_tmpPoint2)
                    Set VariableSet tmpPoint2 = (RallyPoint[tmpInt] offset by (Random real number between 0 and (8.00 x (Real(PlayerUnits[(Player number of tmpPlayer)])))) towards (Random angle) degrees.)
                    Trigger - Turn off Point_Commands <gen>
                    Unit - Order (Last created unit) to Attack-Move To.tmpPoint2
                    Trigger - Turn on Point_Commands <gen>
                    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] + 1)
                    Set VariableSet Surplus[tmpInt] = (Surplus[tmpInt] - 1)
          Else - Actions
            Do nothing
Spawn Roach
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Victory[(Player number of (Player(tmpInt)))] Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        Unit - Create 1 Roach for (Player(tmpInt)) at tmpPoint facing (Point(((X of (Position of PlayerBeacon[tmpInt])) x -1.00), ((Y of (Position of PlayerBeacon[tmpInt])) x -1.00)))
        Unit Group - Add (Last created unit) to PlayerUnitsGroup[tmpInt]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uRoachBool[tmpInt] Equal to True
          Then - Actions
            Unit - Set (Last created unit) movement speed to 340.00
          Else - Actions
            Do nothing
Spawn Zergling
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Victory[(Player number of (Player(tmpInt)))] Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        Unit - Create 1 Zergling for (Player(tmpInt)) at tmpPoint facing (Point(((X of (Position of PlayerBeacon[tmpInt])) x -1.00), ((Y of (Position of PlayerBeacon[tmpInt])) x -1.00)))
        Animation - Play (Last created unit)'s morph alternate (animationname) animation
        Unit Group - Add (Last created unit) to PlayerUnitsGroup[tmpInt]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uZerglingBool[tmpInt] Equal to True
          Then - Actions
            Animation - Change (Last created unit) turn speed to (3.00 + 0.00)
            Unit - Set (Last created unit) movement speed to 500.00
          Else - Actions
Spawn Marine
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Victory[(Player number of (Player(tmpInt)))] Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        Unit - Create 1 Marine for (Player(tmpInt)) at tmpPoint facing (Point(((X of (Position of PlayerBeacon[tmpInt])) x -1.00), ((Y of (Position of PlayerBeacon[tmpInt])) x -1.00)))
        Unit Group - Add (Last created unit) to PlayerUnitsGroup[tmpInt]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uStimBool[tmpInt] Equal to True
          Then - Actions
            Unit - Add Stim Marines to (Last created unit)
          Else - Actions
Spawn Hydralisk
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Victory[(Player number of (Player(tmpInt)))] Equal to True
      Then - Actions
        Do nothing
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uHydraliskBool[tmpInt] Equal to True
          Then - Actions
            Unit - Create 1 Hydralisk (Grooved Spines) for (Player(tmpInt)) at tmpPoint facing (Point(((X of (Position of PlayerBeacon[tmpInt])) x -1.00), ((Y of (Position of PlayerBeacon[tmpInt])) x -1.00)))
          Else - Actions
            Unit - Create 1 Hydralisk for (Player(tmpInt)) at tmpPoint facing (Point(((X of (Position of PlayerBeacon[tmpInt])) x -1.00), ((Y of (Position of PlayerBeacon[tmpInt])) x -1.00)))
        Unit Group - Add (Last created unit) to PlayerUnitsGroup[tmpInt]
Spawn AutoTurret
  Events
  Conditions
  Actions
    Unit - Create 1.Auto-Turret for (Picked player) at ((Position of PlayerBeacon[tmpInt]) offset by 256 towards (((Angle from (Position of PlayerBeacon[tmpInt]) to (Center of (Playable map area))) - 110.00) + ((Real((Integer A))) x 55.00)) degrees.) facing (Angle from (Position of PlayerBeacon[tmpInt]) to (Center of (Playable map area))) degrees
    Unit - Change color of (Last created unit) to Maroon
Unit Attacks
  Events
    Unit - A unit Is attacked
  Conditions
  Actions
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Attacking unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Zergling Equal to (Unit-type of (Attacking unit))
      Then - Actions
        Sound - Stop ZerglingAttack <gen> Immediately
        Sound - Play ZerglingAttack <gen> at 100% volume, located at tmpPoint with Z offset 0
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                Marine Equal to (Unit-type of (Attacking unit))
                Auto-Turret Equal to (Unit-type of (Attacking unit))
          Then - Actions
            Sound - Stop MarineAttack <gen> Immediately
            Sound - Play MarineAttack <gen> at 100% volume, located at tmpPoint with Z offset 0
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    Hydralisk Equal to (Unit-type of (Attacking unit))
                    Hydralisk (Grooved Spines) Equal to (Unit-type of (Attacking unit))
              Then - Actions
                Sound - Stop HydraliskAttack <gen> Immediately
                Sound - Play HydraliskAttack <gen> at 100% volume, located at tmpPoint with Z offset 0
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Roach Equal to (Unit-type of (Attacking unit))
                  Then - Actions
                    Sound - Stop RoachAttack <gen> Immediately
                    Sound - Play RoachAttack <gen> at 100% volume, located at tmpPoint with Z offset 0
                  Else - Actions
                    Do nothing
Unit Decays Remove
  Events
    Unit - A unit Decays
  Conditions
  Actions
    Unit - Remove (Triggering unit) from the game
DUMMY Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to DUMMY - MOVEMENT
    (Unit-type of (Triggering unit)) Equal to DUMMY - EYE OF SAURON
    (Unit-type of (Triggering unit)) Equal to DUMMY - ATTACK
    (Unit-type of (Triggering unit)) Equal to DUMMY - CREATION
    (Unit-type of (Triggering unit)) Equal to DUMMY - RALLY
    (Unit-type of (Triggering unit)) Equal to DUMMY - SPAWN
    (Unit-type of (Triggering unit)) Equal to DUMMY - VICTORY
  Actions
    Unit - Remove (Triggering unit) from the game
Zergling Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Zergling
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Triggering unit))) Greater than 6
      Then - Actions
        Set VariableSet tmpInt = ((Player number of (Owner of (Triggering unit))) - 6)
      Else - Actions
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Dying unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to (Player(tmpInt))
      Then - Actions
        Player - Add 1 to (Owner of (Killing unit)).Current gold
        Special Effect - Create a special effect at tmpPoint using localStrZB[(Player number of (Owner of (Killing unit)))]
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at tmpPoint using localStrMana[(Player number of (Player(tmpInt)))]
        Special Effect - Destroy (Last created special effect)
        Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 1)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Killing unit)))] Greater than 0
          Then - Actions
            Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] - 1)
          Else - Actions
            Do nothing
    Trigger - Run Player_Wins <gen> (ignoring conditions)
    Set VariableSet tmpPlayer = (Owner of (Attacking unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        PlayerKills[(Player number of (Owner of (Attacking unit)))] Equal to ((50 + (100 x Rounds[1])) - 50)
      Then - Actions
        Trigger - Run M_l_Kills_50 <gen> (checking conditions)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Attacking unit)))] Equal to ((50 + (100 x Rounds[1])) - 25)
          Then - Actions
            Trigger - Run M_l_Kills_25 <gen> (checking conditions)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                PlayerKills[(Player number of (Owner of (Attacking unit)))] Equal to ((50 + (100 x Rounds[1])) - 10)
              Then - Actions
                Trigger - Run M_l_Kills_10 <gen> (checking conditions)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    PlayerKills[(Player number of (Owner of (Attacking unit)))] Equal to ((50 + (100 x Rounds[1])) - 5)
                  Then - Actions
                    Trigger - Run M_l_Kills_5 <gen> (checking conditions)
                  Else - Actions
    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] - 1)
    Set VariableSet PlayerLosses[tmpInt] = (PlayerLosses[tmpInt] + 1)
    Unit - Replace (Triggering unit) with a DEATH - ZERGLING using The old unit's relative life and mana
    Sound - Stop ZerglingDeath <gen> Immediately
    Sound - Play ZerglingDeath <gen> at 100% volume, located at tmpPoint with Z offset 0
Roach Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Roach
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Triggering unit))) Greater than 6
      Then - Actions
        Set VariableSet tmpInt = ((Player number of (Owner of (Triggering unit))) - 6)
      Else - Actions
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Dying unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to (Player(tmpInt))
      Then - Actions
        Player - Add 1 to (Owner of (Killing unit)).Current gold
        Special Effect - Create a special effect at tmpPoint using localStrZB[(Player number of (Owner of (Killing unit)))]
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at tmpPoint using localStrMana[(Player number of (Player(tmpInt)))]
        Special Effect - Destroy (Last created special effect)
        Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 1)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Killing unit)))] Greater than 0
          Then - Actions
            Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] - 1)
          Else - Actions
            Do nothing
    Trigger - Run Player_Wins <gen> (ignoring conditions)
    Set VariableSet tmpPlayer = (Owner of (Attacking unit))
    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] - 1)
    Set VariableSet PlayerLosses[tmpInt] = (PlayerLosses[tmpInt] + 1)
    Unit - Replace (Triggering unit) with a DEATH - ROACH using The old unit's relative life and mana
    Sound - Stop RoachDeath <gen> Immediately
    Sound - Play RoachDeath <gen> at 100% volume, located at tmpPoint with Z offset 0
Marine Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Marine
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Triggering unit))) Greater than 6
      Then - Actions
        Set VariableSet tmpInt = ((Player number of (Owner of (Triggering unit))) - 6)
      Else - Actions
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Dying unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to (Player(tmpInt))
      Then - Actions
        Player - Add 1 to (Owner of (Killing unit)).Current gold
        Special Effect - Create a special effect at tmpPoint using localStrZB[(Player number of (Owner of (Killing unit)))]
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at tmpPoint using localStrMana[(Player number of (Player(tmpInt)))]
        Special Effect - Destroy (Last created special effect)
        Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 1)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Killing unit)))] Greater than 0
          Then - Actions
            Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] - 1)
          Else - Actions
            Do nothing
    Trigger - Run Player_Wins <gen> (ignoring conditions)
    Set VariableSet tmpPlayer = (Owner of (Attacking unit))
    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] - 1)
    Set VariableSet PlayerLosses[tmpInt] = (PlayerLosses[tmpInt] + 1)
    Unit - Replace (Triggering unit) with a DEATH - MARINE using The old unit's relative life and mana
    Sound - Stop MarineDeath <gen> Immediately
    Sound - Play MarineDeath <gen> at 100% volume, located at tmpPoint with Z offset 0
AutoTurret Dies
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Auto-Turret
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Triggering unit))) Greater than 6
      Then - Actions
        Set VariableSet tmpInt = ((Player number of (Owner of (Triggering unit))) - 6)
      Else - Actions
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Dying unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to (Player(tmpInt))
      Then - Actions
        Player - Add 10 to (Owner of (Killing unit)).Current gold
        Special Effect - Create a special effect at tmpPoint using localStrZB[(Player number of (Owner of (Killing unit)))]
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at tmpPoint using localStrMana[(Player number of (Player(tmpInt)))]
        Special Effect - Destroy (Last created special effect)
        Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 10.00)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Killing unit)))] Greater than 0
          Then - Actions
            Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] - 1)
          Else - Actions
            Do nothing
    Trigger - Run Player_Wins <gen> (ignoring conditions)
    Set VariableSet tmpPlayer = (Owner of (Attacking unit))
    Sound - Stop AutoTurretDeath <gen> Immediately
    Sound - Play AutoTurretDeath <gen> at 100% volume, located at tmpPoint with Z offset 0
    Special Effect - Create a special effect at tmpPoint using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Remove (Triggering unit) from the game
Hydralisk Dies
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Hydralisk
        (Unit-type of (Triggering unit)) Equal to Hydralisk (Grooved Spines)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Triggering unit))) Greater than 6
      Then - Actions
        Set VariableSet tmpInt = ((Player number of (Owner of (Triggering unit))) - 6)
      Else - Actions
        Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Custom script: call RemoveLocation (udg_tmpPoint)
    Set VariableSet tmpPoint = (Position of (Dying unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Killing unit)) Not equal to (Player(tmpInt))
      Then - Actions
        Player - Add 1 to (Owner of (Killing unit)).Current gold
        Special Effect - Create a special effect at tmpPoint using localStrZB[(Player number of (Owner of (Killing unit)))]
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at tmpPoint using localStrMana[(Player number of (Player(tmpInt)))]
        Special Effect - Destroy (Last created special effect)
        Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
        Unit - Set mana of PlayerBeacon[tmpInt] to ((Mana of PlayerBeacon[tmpInt]) + 1)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            PlayerKills[(Player number of (Owner of (Killing unit)))] Greater than 0
          Then - Actions
            Set VariableSet PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] - 1)
          Else - Actions
            Do nothing
    Trigger - Run Player_Wins <gen> (ignoring conditions)
    Set VariableSet tmpPlayer = (Owner of (Attacking unit))
    Set VariableSet PlayerUnits[tmpInt] = (PlayerUnits[tmpInt] - 1)
    Set VariableSet PlayerLosses[tmpInt] = (PlayerLosses[tmpInt] + 1)
    Unit - Replace (Triggering unit) with a DEATH - HYDRALISK using The old unit's relative life and mana
    Sound - Stop HydraliskDeath <gen> Immediately
    Sound - Play HydraliskDeath <gen> at 100% volume, located at tmpPoint with Z offset 0
Player 1
  Events
    Unit - A unit enters nearBeacon_1 <gen>
  Conditions
    And - All (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Unit - Change ownership of (Triggering unit) to (Player((tmpInt - 6))) and Retain color
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Zergling
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uZerglingBool[tmpInt] Equal to True
          Then - Actions
            Animation - Change (Triggering unit) turn speed to (3.00 + 0.00)
            Unit - Set (Triggering unit) movement speed to 500.00
          Else - Actions
            Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Roach
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                uRoachBool[tmpInt] Equal to True
              Then - Actions
                Unit - Set (Triggering unit) movement speed to 340.00
              Else - Actions
                Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
          Else - Actions
            Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
    Unit Group - Add (Triggering unit) to PlayerUnitsGroup[(tmpInt - 6)]
    Unit - Turn collision for (Triggering unit) On.
    Custom script: call RemoveLocation (udg_tmpPoint2)
    Set VariableSet tmpPoint2 = ((Center of BeaconSpawn[(tmpInt - 6)]) offset by (Random real number between 16.00 and 640.00) towards (Random angle) degrees.)
    Trigger - Turn off Point_Commands <gen>
    Unit - Order (Triggering unit) to Move To.tmpPoint2
    Trigger - Turn on Point_Commands <gen>
Player 2
  Events
    Unit - A unit enters nearBeacon_2 <gen>
  Conditions
    And - All (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
  Actions
    Set VariableSet tmpInt = (Player number of (Owner of (Triggering unit)))
    Unit - Change ownership of (Triggering unit) to (Player((tmpInt - 6))) and Retain color
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Zergling
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            uZerglingBool[tmpInt] Equal to True
          Then - Actions
            Animation - Change (Triggering unit) turn speed to (3.00 + 0.00)
            Unit - Set (Triggering unit) movement speed to 500.00
          Else - Actions
            Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Roach
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                uRoachBool[tmpInt] Equal to True
              Then - Actions
                Unit - Set (Triggering unit) movement speed to 340.00