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Triggers
Zone Control v3.91.w3x
Variables
Initialization
Start
Extras
Gold Systerm
Remove Dead Game
Remove Dead Start
Random Items
Choose Hero
Hero P1
Hero P2
Hero P3
Hero P4
Hero P5
Hero P6
Hero P7
Hero P8
Defeat
P1
P2
P3
P4
P5
P6
P7
P8
Locations
A1
A2
A3
A4
A5
A6
A7
B1
B2
B3
B4
B5
B6
B7
C1
C2
C3
C4
C5
C6
C7
D1
D2
D3
D4
D5
D6
D7
E1
E2
E3
E4
E5
E6
E7
F1
F2
F3
F4
F5
F6
F7
G1
G2
G3
G4
G5
G6
G7
Mass Attack
Fortress Attack NW
Fortress Attack NE
Fortress Attack SW
Fortress Attack SE
Name
Type
is_array
initial_value
MassAttack2
group
No
Player_in_Square
player
No
PlayerNP
UnitNumber
integer
No
Zone
rect
Yes
Start
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units of type Fortress) and do (Make (Picked unit) Invulnerable)
Unit Group - Pick every unit in (Units of type Tree of Eternity) and do (Make (Picked unit) Invulnerable)
Unit Group - Pick every unit in (Units of type Hunter's Hall) and do (Make (Picked unit) Invulnerable)
Unit Group - Pick every unit in (Units of type Blacksmith) and do (Make (Picked unit) Invulnerable)
Unit Group - Pick every unit in (Units of type Workshop) and do (Make (Picked unit) Invulnerable)
Game - Set the time of day to 6.00
Game - Display to (All players) for 20.00 seconds the text: Zone Control 2- Summon a Hero At An Altar To Get a Castle- Kill Enemy Units For Gold- Create Towers In New Squares To Produce Different Units- Upgrade At Castle- Revive Your Hero At Castle- Controling The Center Is Key
Melee Game - Enforce victory/defeat conditions (for all players)
Player Group - Pick every player in (All players controlled by a User player) and do (Turn Gives bounty On for (Picked player))
Player Group - Pick every player in (All players controlled by a Computer player) and do (Turn Gives bounty On for (Picked player))
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 300)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 1000000)
Added by TrapT@UsEast
Gold Systerm
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 10 to Player 2 (Blue) . Current gold
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 8 (Pink) . Current gold
Remove Dead Game
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game))
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game))
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game))
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game))
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game))
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game))
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game))
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game))
Remove Dead Start
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game))
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game))
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game))
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game))
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game))
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game))
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game))
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game))
Random Items
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Item - Create (Random level (Random integer number between 1 and 10) item-type) at (Random point in All <gen>)
Hero P1
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 1 (Red) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 1 (Red) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P2
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 2 (Blue) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 2 (Blue) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P3
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 3 (Teal) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 3 (Teal) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P4
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 4 (Purple) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 4 (Purple) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P5
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 5 (Yellow).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 5 (Yellow) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 5 (Yellow) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P6
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 6 (Orange).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 6 (Orange) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 6 (Orange) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P7
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 7 (Green).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 7 (Green) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 7 (Green) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
Hero P8
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in (Units owned by Player 8 (Pink).).) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Scout Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Altar of Elders) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Altar of Kings) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Altar of Darkness) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Altar of Storms) and do (Remove (Picked unit) from the game)
If (((Triggering unit) is A Hero) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Player Group - Pick every player in Player Group - Player 8 (Pink) and do (Create 1.Castle for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Player Group - Pick every player in Player Group - Player 8 (Pink) and do (Create 1.Peasant for (Picked player) at ((Picked player) start location) facing Default building facing degrees)
Unit Group - Pick every unit in (Units of type Peasant) and do (Make (Picked unit) Invulnerable)
P1
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 1 (Red) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 1 (Red) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 1 (Red) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Kill (Picked unit))
P2
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 2 (Blue) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 2 (Blue) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 2 (Blue) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Kill (Picked unit))
P3
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 3 (Teal) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 3 (Teal) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 3 (Teal) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Kill (Picked unit))
P4
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 4 (Purple) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 4 (Purple) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 4 (Purple) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Kill (Picked unit))
P5
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 5 (Yellow) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 5 (Yellow) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 5 (Yellow) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Kill (Picked unit))
P6
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 6 (Orange) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 6 (Orange) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 6 (Orange) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Kill (Picked unit))
P7
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 7 (Green) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 7 (Green) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 7 (Green) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Kill (Picked unit))
P8
Events
Time - Every 10.00 seconds of game time
Conditions
(All units of (Units owned by Player 8 (Pink) of type Castle) are dead) Equal to True
(All units of (Units owned by Player 8 (Pink) of type Guard Tower) are dead) Equal to True
(All units of (Units owned by Player 8 (Pink) of type Cannon Tower) are dead) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Kill (Picked unit))
A1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Priest for Player_in_Square at (Center of A1 <gen>) facing Default building facing degrees
A2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P2 <gen>) facing Default building facing degrees
A3
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of A3 <gen>) facing Default building facing degrees
A4
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Footman for Player_in_Square at (Center of A4 <gen>) facing Default building facing degrees
A5
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of A5 <gen>) facing Default building facing degrees
A6
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P5 <gen>) facing Default building facing degrees
A7
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in A7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Priest for Player_in_Square at (Center of A7 <gen>) facing Default building facing degrees
B1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P1 <gen>) facing Default building facing degrees
B2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Huntress for Player_in_Square at (Center of B2 <gen>) facing Default building facing degrees
B3
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of B3 <gen>) facing Default building facing degrees
B4
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Grunt for Player_in_Square at (Center of B4 <gen>) facing Default building facing degrees
B5
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of B5 <gen>) facing Default building facing degrees
B6
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Huntress for Player_in_Square at (Center of B6 <gen>) facing Default building facing degrees
B7
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in B7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P6 <gen>) facing Default building facing degrees
C1
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of C1 <gen>) facing Default building facing degrees
C2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of C2 <gen>) facing Default building facing degrees
C3
Events
Time - Every 17.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Raider for Player_in_Square at (Center of C3 <gen>) facing Default building facing degrees
C4
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Tauren for Player_in_Square at (Center of C4 <gen>) facing Default building facing degrees
C5
Events
Time - Every 17.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Raider for Player_in_Square at (Center of C5 <gen>) facing Default building facing degrees
C6
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of C6 <gen>) facing Default building facing degrees
C7
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in C7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of C7 <gen>) facing Default building facing degrees
D1
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Footman for Player_in_Square at (Center of D1 <gen>) facing Default building facing degrees
D2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Grunt for Player_in_Square at (Center of D2 <gen>) facing Default building facing degrees
D3
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Tauren for Player_in_Square at (Center of D3 <gen>) facing Default building facing degrees
D4
Events
Time - Every 21.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Demolisher for Player_in_Square at (Center of D4 <gen>) facing Default building facing degrees
D5
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Tauren for Player_in_Square at (Center of D5 <gen>) facing Default building facing degrees
D6
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Grunt for Player_in_Square at (Center of D6 <gen>) facing Default building facing degrees
D7
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in D7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Footman for Player_in_Square at (Center of D7 <gen>) facing Default building facing degrees
E1
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of E1 <gen>) facing Default building facing degrees
E2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of E2 <gen>) facing Default building facing degrees
E3
Events
Time - Every 17.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Raider for Player_in_Square at (Center of E3 <gen>) facing Default building facing degrees
E4
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Tauren for Player_in_Square at (Center of E4 <gen>) facing Default building facing degrees
E5
Events
Time - Every 17.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Raider for Player_in_Square at (Center of E5 <gen>) facing Default building facing degrees
E6
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of E6 <gen>) facing Default building facing degrees
E7
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in E7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of E7 <gen>) facing Default building facing degrees
F1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P8 <gen>) facing Default building facing degrees
F2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Huntress for Player_in_Square at (Center of F2 <gen>) facing Default building facing degrees
F3
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of F3 <gen>) facing Default building facing degrees
F4
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Grunt for Player_in_Square at (Center of F4 <gen>) facing Default building facing degrees
F5
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Archer for Player_in_Square at (Center of F5 <gen>) facing Default building facing degrees
F6
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Huntress for Player_in_Square at (Center of F6 <gen>) facing Default building facing degrees
F7
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in F7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P3 <gen>) facing Default building facing degrees
G1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G1 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Priest for Player_in_Square at (Center of G1 <gen>) facing Default building facing degrees
G2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G2 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P7 <gen>) facing Default building facing degrees
G3
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G3 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of G3 <gen>) facing Default building facing degrees
G4
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G4 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Footman for Player_in_Square at (Center of G4 <gen>) facing Default building facing degrees
G5
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G5 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Rifleman for Player_in_Square at (Center of G5 <gen>) facing Default building facing degrees
G6
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G6 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Militia for Player_in_Square at (Center of P4 <gen>) facing Default building facing degrees
G7
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set Variable Set Player_in_Square = Neutral Passive
Unit Group - Pick every unit in (Units in G7 <gen>) and do (If (((Picked unit) is A structure) Equal to True) then do (Set VariableSet Player_in_Square = (Owner of (Picked unit))) else do (Do nothing))
If (Player_in_Square Equal to Neutral Passive) then do (Skip remaining actions) else do (Do nothing)
Unit - Create 1 . Priest for Player_in_Square at (Center of G7 <gen>) facing Default building facing degrees
Fortress Attack NW
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Mass Attack - Red & Blue
Actions
Unit - Remove (Trained unit) from the game
For each (Integer A) from 1 to 300 , do (Order (Units in All <gen> owned by (Owner of (Trained unit))) to Attack-Move To.(Center of RB <gen>))
Fortress Attack NE
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Mass Attack - Teal and Purple
Actions
Unit - Remove (Trained unit) from the game
For each (Integer A) from 1 to 300 , do (Order (Units in All <gen> owned by (Owner of (Trained unit))) to Attack-Move To.(Center of TP <gen>))
Fortress Attack SW
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Mass Attack - Yellow and Orange
Actions
Unit - Remove (Trained unit) from the game
For each (Integer A) from 1 to 300 , do (Order (Units in All <gen> owned by (Owner of (Trained unit))) to Attack-Move To.(Center of YO <gen>))
Fortress Attack SE
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Mass Attack - Pink and Green
Actions
Unit - Remove (Trained unit) from the game
For each (Integer A) from 1 to 300 , do (Order (Units in All <gen> owned by (Owner of (Trained unit))) to Attack-Move To.(Center of PG <gen>))
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