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Next Wave

Events


Time - Every 120 seconds of game time

Conditions

Actions


Set Round = (Round + 1)
Wave 1

Events


Time - Every 30.00 seconds of game time

Conditions


Round Equal to 1

Actions


Unit - Create 1 Your Unit for A player at (Random point in Spawn Demons <gen>) facing Default building facing degrees
Wave 2

Events


Time - Every 30.00 seconds of game time

Conditions


Round Equal to 2

Actions


Unit - Create 1 Your Unit for A player at (Random point in Spawn Demons <gen>) facing Default building facing degrees
Next Wave
Events
Time - Every 120 seconds of game time
Conditions
Actions
Set Round = (Round + 1)
Move

Events


Unit - A unit enters Spawn <gen>


Unit - A unit enters Move 1 <gen>


Unit - A unit enters Move 2 <gen>


Unit - A unit enters Move 3 <gen>


Unit - A unit enters Move 4 <gen>


Unit - A unit enters End <gen>

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Spawn Demons <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[0]) Equal to False




((Triggering unit) is in CheckUnitsStuck[1]) Equal to False




((Triggering unit) is in CheckUnitsStuck[2]) Equal to False




((Triggering unit) is in CheckUnitsStuck[3]) Equal to False




((Triggering unit) is in CheckUnitsStuck[4]) Equal to False



Then - Actions




Unit - Order (Triggering unit) to Move To (Center of Move 1 <gen>)




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit Group - Add (Triggering unit) to CheckUnitsStuck[0]



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Move 1 <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[0]) Equal to True



Then - Actions




Unit - Order (Triggering unit) to Move To (Center of Move 2 <gen>)




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit Group - Add (Triggering unit) to CheckUnitsStuck[1]



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Move 2 <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[1]) Equal to True



Then - Actions




Unit - Order (Triggering unit) to Move To (Center of Move 3 <gen>)




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit Group - Add (Triggering unit) to CheckUnitsStuck[2]



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Move 3 <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[2]) Equal to True



Then - Actions




Unit - Order (Triggering unit) to Move To (Center of Move 4 <gen>)




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit Group - Add (Triggering unit) to CheckUnitsStuck[3]



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Move 4 <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[3]) Equal to True



Then - Actions




Unit - Order (Triggering unit) to Move To (Center of End <gen>)




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit Group - Add (Triggering unit) to CheckUnitsStuck[4]



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(End <gen> contains (Triggering unit)) Equal to True




((Triggering unit) is in CheckUnitsStuck[4]) Equal to True



Then - Actions




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[0]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[1]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[2]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[3]




Unit Group - Remove (Triggering unit) from CheckUnitsStuck[4]




Unit - Remove (Triggering unit) from the game




Set Lifes = (Lifes - 1)



Else - Actions
Antistuck

Events


Time - Every 4.00 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in CheckUnitsStuck[0] and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to Attack-Move To (Center of Move 1 <gen>)


Unit Group - Pick every unit in CheckUnitsStuck[1] and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to Attack-Move To (Center of Move 2 <gen>)


Unit Group - Pick every unit in CheckUnitsStuck[2] and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to Attack-Move To (Center of Move 3 <gen>)


Unit Group - Pick every unit in CheckUnitsStuck[3] and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to Attack-Move To (Center of Move 4 <gen>)


Unit Group - Pick every unit in CheckUnitsStuck[4] and do (Actions)



Loop - Actions




Unit - Order (Picked unit) to Attack-Move To (Center of End <gen>)
you're welcomeif it doesn't work or something, then please tell
(haven't tested it, but it should work)
I have a small question to ask u
In the part u wrote (Spawn Demons <gen> contains (Triggering unit)) Equal to True is a boolean comparison? and where u wrote set lifes is a variable?
yes and yes(sry for forgetting to write about the life integer ^^)
dunno what u mean.. do u mean the whole condition or just CheckUnitsStuck[1]?
the condition is boolean and CheckUnitsStuck is an UnitGroup variable array

