Soldiers { (subj, monster_identifier) 10011 (AMulti NUMARINE) 10000 (AMulti NUMARINE) 10006 (AMulti NUMARINE) 10014 (AMulti NUMARINE) 10008 (AMulti NUMARINE) 10001 (AMulti NUMARINE) 10005 (AMulti NUMARINE) 10009 (AMulti NUMARINE) 10013 (AMulti NUMARINE) 10003 (AMulti NUMARINE) 10007 (AMulti NUMARINE) 10004 (AMulti NUMARINE) 10002 (AMulti NUMARINE) 10010 (AMulti NUMARINE) 10012 (AMulti NUMARINE) 10015 (AMulti NUMARINE) } Remove all [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Soldiers Activates on Success Pick up A Check health Remove Artifact Flag } Switch [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Switch Artifact null Activates on Success } Pick up A [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10009 (SA00Soldier ABreach) 10008 (SA00Soldier ABreach) 10010 (SA00Soldier ABreach) 10007 (SA00Soldier ABreach) 10011 (SA00Soldier ABreach) 10012 (SA00Soldier ABreach) 10006 (SA00Soldier ABreach) 10005 (SA00Soldier ABreach) 10004 (SA00Soldier ABreach) 10013 (SA00Soldier ABreach) 10014 (SA00Soldier ABreach) 10015 (SA00Soldier ABreach) 10003 (SA00Soldier ABreach) 10002 (SA00Soldier ABreach) 10001 (SA00Soldier ABreach) 10000 (SA00Soldier ABreach) 10037 (SA00Soldier ABreach) 10038 (SA00Soldier ABreach) 10039 (SA00Soldier ABreach) 10016 (SA00Soldier ABreach) Switch Artifact null Activates on Success Pick up B } Pick up B [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10017 (SA01Soldier AKrusher) 10018 (SA01Soldier AKrusher) 10019 (SA01Soldier AKrusher) 10020 (SA01Soldier AKrusher) 10021 (SA01Soldier AKrusher) 10022 (SA01Soldier AKrusher) 10023 (SA01Soldier AKrusher) 10024 (SA01Soldier AKrusher) 10025 (SA01Soldier AKrusher) 10026 (SA01Soldier AKrusher) 10027 (SA01Soldier AKrusher) 10028 (SA01Soldier AKrusher) 10029 (SA01Soldier AKrusher) 10030 (SA01Soldier AKrusher) 10031 (SA01Soldier AKrusher) 10032 (SA01Soldier AKrusher) 10033 (SA01Soldier AKrusher) 10034 (SA01Soldier AKrusher) 10035 (SA01Soldier AKrusher) 10036 (SA01Soldier AKrusher) Switch Artifact null Activates on Success Pick up C } Pick up C [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10041 (SA02Soldier AMed) 10040 (SA02Soldier AMed) 10043 (SA02Soldier AMed) 10042 (SA02Soldier AMed) 10045 (SA02Soldier AMed) 10044 (SA02Soldier AMed) 10046 (SA02Soldier AMed) 10047 (SA02Soldier AMed) 10048 (SA02Soldier AMed) 10049 (SA02Soldier AMed) 10050 (SA02Soldier AMed) 10051 (SA02Soldier AMed) 10052 (SA02Soldier AMed) 10054 (SA02Soldier AMed) 10053 (SA02Soldier AMed) 10055 (SA02Soldier AMed) 10056 (SA02Soldier AMed) 10057 (SA02Soldier AMed) 10058 (SA02Soldier AMed) 10059 (SA02Soldier AMed) Switch Artifact null Activates on Success Pick up D } Pick up D [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10080 (SA03Soldier ASeeker) 10081 (SA03Soldier ASeeker) 10082 (SA03Soldier ASeeker) 10083 (SA03Soldier ASeeker) 10084 (SA03Soldier ASeeker) 10085 (SA03Soldier ASeeker) 10086 (SA03Soldier ASeeker) 10087 (SA03Soldier ASeeker) 10088 (SA03Soldier ASeeker) 10089 (SA03Soldier ASeeker) 10090 (SA03Soldier ASeeker) 10091 (SA03Soldier ASeeker) 10092 (SA03Soldier ASeeker) 10093 (SA03Soldier ASeeker) 10094 (SA03Soldier ASeeker) 10095 (SA03Soldier ASeeker) 10096 (SA03Soldier ASeeker) 10097 (SA03Soldier ASeeker) 10098 (SA03Soldier ASeeker) 10099 (SA03Soldier ASeeker) Switch Artifact null Activates on Success Pick up E } Pick up E [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10060 (SA04Soldier AReckon) 10061 (SA04Soldier AReckon) 10062 (SA04Soldier AReckon) 10063 (SA04Soldier AReckon) 10064 (SA04Soldier AReckon) 10065 (SA04Soldier AReckon) 10066 (SA04Soldier AReckon) 10067 (SA04Soldier AReckon) 10068 (SA04Soldier AReckon) 10069 (SA04Soldier AReckon) 10070 (SA04Soldier AReckon) 10071 (SA04Soldier AReckon) 10072 (SA04Soldier AReckon) 10073 (SA04Soldier AReckon) 10074 (SA04Soldier AReckon) 10075 (SA04Soldier AReckon) 10076 (SA04Soldier AReckon) 10077 (SA04Soldier AReckon) 10078 (SA04Soldier AReckon) 10079 (SA04Soldier AReckon) Switch Artifact null Activates on Success Pick up F } Pick up F [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10100 (SA05Soldier APyro) 10101 (SA05Soldier APyro) 10102 (SA05Soldier APyro) 10103 (SA05Soldier APyro) 10104 (SA05Soldier APyro) 10105 (SA05Soldier APyro) 10106 (SA05Soldier APyro) 10107 (SA05Soldier APyro) 10108 (SA05Soldier APyro) 10109 (SA05Soldier APyro) 10110 (SA05Soldier APyro) 10111 (SA05Soldier APyro) 10112 (SA05Soldier APyro) 10113 (SA05Soldier APyro) 10115 (SA05Soldier APyro) 10114 (SA05Soldier APyro) 10116 (SA05Soldier APyro) 10117 (SA05Soldier APyro) 10118 (SA05Soldier APyro) 10119 (SA05Soldier APyro) Switch Artifact null Activates on Success Pick up G } Pick up G [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10120 (SA06Soldier ATekk) 10121 (SA06Soldier ATekk) 10122 (SA06Soldier ATekk) 10123 (SA06Soldier ATekk) 10124 (SA06Soldier ATekk) 10125 (SA06Soldier ATekk) 10126 (SA06Soldier ATekk) 10127 (SA06Soldier ATekk) 10128 (SA06Soldier ATekk) 10129 (SA06Soldier ATekk) 10130 (SA06Soldier ATekk) 10132 (SA06Soldier ATekk) 10133 (SA06Soldier ATekk) 10134 (SA06Soldier ATekk) 10135 (SA06Soldier ATekk) 10136 (SA06Soldier ATekk) 10137 (SA06Soldier ATekk) 10138 (SA06Soldier ATekk) 10139 (SA06Soldier ATekk) 10131 (SA06Soldier ATekk) Switch Artifact null Activates on Success Pick up H } Pick up H [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10140 (SA07Soldier ASniper) 10141 (SA07Soldier ASniper) 10142 (SA07Soldier ASniper) 10143 (SA07Soldier ASniper) 10144 (SA07Soldier ASniper) 10145 (SA07Soldier ASniper) 10146 (SA07Soldier ASniper) 10147 (SA07Soldier ASniper) 10148 (SA07Soldier ASniper) 10149 (SA07Soldier ASniper) 10151 (SA07Soldier ASniper) 10150 (SA07Soldier ASniper) 10152 (SA07Soldier ASniper) 10154 (SA07Soldier ASniper) 10153 (SA07Soldier ASniper) 10155 (SA07Soldier ASniper) 10156 (SA07Soldier ASniper) 10157 (SA07Soldier ASniper) 10158 (SA07Soldier ASniper) 10159 (SA07Soldier ASniper) Switch Artifact null Activates on Success Pick up I } Pick up I [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soldiers Give Monster Artifact or Projectile 10160 (SA08Soldier ASpecOps) 10161 (SA08Soldier ASpecOps) 10162 (SA08Soldier ASpecOps) 10163 (SA08Soldier ASpecOps) 10164 (SA08Soldier ASpecOps) 10165 (SA08Soldier ASpecOps) 10166 (SA08Soldier ASpecOps) 10167 (SA08Soldier ASpecOps) 10168 (SA08Soldier ASpecOps) 10169 (SA08Soldier ASpecOps) 10170 (SA08Soldier ASpecOps) 10171 (SA08Soldier ASpecOps) 10172 (SA08Soldier ASpecOps) 10173 (SA08Soldier ASpecOps) 10174 (SA08Soldier ASpecOps) 10175 (SA08Soldier ASpecOps) 10176 (SA08Soldier ASpecOps) 10177 (SA08Soldier ASpecOps) 10178 (SA08Soldier ASpecOps) 10179 (SA08Soldier ASpecOps) Switch Artifact null Activates on Success } Welcome 1 [Sound Action] initially_active deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 A Welcome 1 } Welcome 2 [Sound Action] initially_active deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 A Welcome 2 } Welcome 3 [Sound Action] initially_active deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 A Welcome 3 } Welcome (FFA) [Sound Action] initially_active deactivates_on_trigger 6.00, 6.00 { Sound Tag 00 A Welcome (FFA) Activates on Success Welcome (FFA) 2 } Welcome (FFA) 2 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 A Welcome (FFA) 2 } Check health [Geometry Filter] deactivates_never 0.50, 0.50 { Link Soldiers Entire Map Tests for Idle Monsters Health Fraction Less Than 0.60000 Tested items Inside Field Name subj Results Action Identifier Recharge health Activates on Success Recharge health } Recharge health [Unit Control] deactivates_on_trigger 0.00, 0.00 { Raise Health Fraction 0.20000 } Team 0 { (subj, monster_identifier) 10000 (AMulti NUMARINE) } Team 1 { (subj, monster_identifier) 10001 (AMulti NUMARINE) } Team 2 { (subj, monster_identifier) 10002 (AMulti NUMARINE) } Team 3 { (subj, monster_identifier) 10003 (AMulti NUMARINE) } Team 4 { (subj, monster_identifier) 10004 (AMulti NUMARINE) } Team 5 { (subj, monster_identifier) 10005 (AMulti NUMARINE) } Team 6 { (subj, monster_identifier) 10006 (AMulti NUMARINE) } Team 7 { (subj, monster_identifier) 10007 (AMulti NUMARINE) } Team 8 { (subj, monster_identifier) 10008 (AMulti NUMARINE) } Team 9 { (subj, monster_identifier) 10009 (AMulti NUMARINE) } Team 10 { (subj, monster_identifier) 10010 (AMulti NUMARINE) } Team 11 { (subj, monster_identifier) 10011 (AMulti NUMARINE) } Team 12 { (subj, monster_identifier) 10012 (AMulti NUMARINE) } Team 13 { (subj, monster_identifier) 10013 (AMulti NUMARINE) } Team 14 { (subj, monster_identifier) 10014 (AMulti NUMARINE) } Team 15 { (subj, monster_identifier) 10015 (AMulti NUMARINE) } Killing Spree [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22FFA Killing Spree } Double Kill [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22FFA Double Kill } Killing Spree Team 0 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 0 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 1 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 1 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 2 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 2 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 3 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 3 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 4 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 4 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 5 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 5 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 6 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 6 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 7 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 7 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 8 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 8 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 9 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 9 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 10 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 10 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 11 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 11 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 12 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 12 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 13 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 13 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 14 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 14 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Killing Spree Team 15 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 15 Unit Count Greater Than 0 Experience Greater Than 4 Activates on Success Killing Spree } Endgame test [Netgame Time] initially_active deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Tip Chooser Game Over } Tip Chooser [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Hint #1 Hint #2 Hint #3 Hint #4 Hint #5 Hint #6 Hint #7 Hint #8 Hint #9 Hint #10 Random Selection Flag Activate Only One } Hint #1 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #01 } Hint #2 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #02 } Hint #3 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #03 } Hint #4 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #04 } Hint #5 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #05 } Hint #6 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #06 } Hint #7 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #07 } Hint #8 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #08 } Hint #9 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #09 } Hint #10 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 11FFA. Hint #10 } Double Kill math team 0 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 0 Destination Action Identifier Double Kill Checker 1 team 0 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 0 Right Field Name exp> } Double Kill math 2 team 0 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 0 Destination Action Identifier Double Kill Checker 2 team 0 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 0 Right Field Name exp> } Double Kill Checker 1 team 0 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 0 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 0 } Double Kill Checker 2 team 0 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 0 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 0 Activates on Failure Double Kill math team 0 Deactivates on Activation } Double Kill math team 1 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 1 Destination Action Identifier Double Kill Checker 1 team 1 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 1 Right Field Name exp> } Double Kill math 2 team 1 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 1 Destination Action Identifier Double Kill Checker 2 team 1 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 1 Right Field Name exp> } Double Kill Checker 1 team 1 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 1 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 1 } Double Kill Checker 2 team 1 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 1 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 1 Activates on Failure Double Kill math team 1 Deactivates on Activation } Double Kill math team 2 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 2 Destination Action Identifier Double Kill Checker 1 team 2 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 2 Right Field Name exp> } Double Kill math 2 team 2 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 2 Destination Action Identifier Double Kill Checker 2 team 2 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 2 Right Field Name exp> } Double Kill Checker 1 team 2 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 2 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 2 } Double Kill Checker 2 team 2 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 2 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 2 Activates on Failure Double Kill math team 2 Deactivates on Activation } Double Kill math team 3 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 3 Destination Action Identifier Double Kill Checker 1 team 3 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 3 Right Field Name exp> } Double Kill math 2 team 3 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 3 Destination Action Identifier Double Kill Checker 2 team 3 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 3 Right Field Name exp> } Double Kill Checker 1 team 3 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 3 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 3 } Double Kill Checker 2 team 3 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 3 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 3 Activates on Failure Double Kill math team 3 Deactivates on Activation } Double Kill math team 4 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 4 Destination Action Identifier Double Kill Checker 1 team 4 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 4 Right Field Name exp> } Double Kill math 2 team 4 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 4 Destination Action Identifier Double Kill Checker 2 team 4 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 4 Right Field Name exp> } Double Kill Checker 1 team 4 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 4 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 4 } Double Kill Checker 2 team 4 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 4 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 4 Activates on Failure Double Kill math team 4 Deactivates on Activation } Double Kill math team 5 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 5 Destination Action Identifier Double Kill Checker 1 team 5 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 5 Right Field Name exp> } Double Kill math 2 team 5 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 5 Destination Action Identifier Double Kill Checker 2 team 5 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 5 Right Field Name exp> } Double Kill Checker 1 team 5 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 5 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 5 } Double Kill Checker 2 team 5 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 5 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 5 Activates on Failure Double Kill math team 5 Deactivates on Activation } Double Kill math team 6 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 6 Destination Action Identifier Double Kill Checker 1 team 6 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 6 Right Field Name exp> } Double Kill math 2 team 6 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 6 Destination Action Identifier Double Kill Checker 2 team 6 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 6 Right Field Name exp> } Double Kill Checker 1 team 6 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 6 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 6 } Double Kill Checker 2 team 6 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 6 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 6 Activates on Failure Double Kill math team 6 Deactivates on Activation } Double Kill math team 7 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 7 Destination Action Identifier Double Kill Checker 1 team 7 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 7 Right Field Name exp> } Double Kill math 2 team 7 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 7 Destination Action Identifier Double Kill Checker 2 team 7 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 7 Right Field Name exp> } Double Kill Checker 1 team 7 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 7 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 7 } Double Kill Checker 2 team 7 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 7 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 7 Activates on Failure Double Kill math team 7 Deactivates on Activation } Double Kill math team 8 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 8 Destination Action Identifier Double Kill Checker 1 team 8 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 8 Right Field Name exp> } Double Kill math 2 team 8 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 8 Destination Action Identifier Double Kill Checker 2 team 8 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 8 Right Field Name exp> } Double Kill Checker 1 team 8 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 8 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 8 } Double Kill Checker 2 team 8 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 8 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 8 Activates on Failure Double Kill math team 8 Deactivates on Activation } Double Kill math team 9 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 9 Destination Action Identifier Double Kill Checker 1 team 9 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 9 Right Field Name exp> } Double Kill math 2 team 9 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 9 Destination Action Identifier Double Kill Checker 2 team 9 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 9 Right Field Name exp> } Double Kill Checker 1 team 9 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 9 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 9 } Double Kill Checker 2 team 9 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 9 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 9 Activates on Failure Double Kill math team 9 Deactivates on Activation } Double Kill math team 10 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 10 Destination Action Identifier Double Kill Checker 1 team 10 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 10 Right Field Name exp> } Double Kill math 2 team 10 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 10 Destination Action Identifier Double Kill Checker 2 team 10 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 10 Right Field Name exp> } Double Kill Checker 1 team 10 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 10 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 10 } Double Kill Checker 2 team 10 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 10 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 10 Activates on Failure Double Kill math team 10 Deactivates on Activation } Double Kill math team 11 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 11 Destination Action Identifier Double Kill Checker 1 team 11 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 11 Right Field Name exp> } Double Kill math 2 team 11 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 11 Destination Action Identifier Double Kill Checker 2 team 11 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 11 Right Field Name exp> } Double Kill Checker 1 team 11 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 11 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 11 } Double Kill Checker 2 team 11 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 11 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 11 Activates on Failure Double Kill math team 11 Deactivates on Activation } Double Kill math team 12 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 12 Destination Action Identifier Double Kill Checker 1 team 12 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 12 Right Field Name exp> } Double Kill math 2 team 12 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 12 Destination Action Identifier Double Kill Checker 2 team 12 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 12 Right Field Name exp> } Double Kill Checker 1 team 12 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 12 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 12 } Double Kill Checker 2 team 12 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 12 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 12 Activates on Failure Double Kill math team 12 Deactivates on Activation } Double Kill math team 13 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 13 Destination Action Identifier Double Kill Checker 1 team 13 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 13 Right Field Name exp> } Double Kill math 2 team 13 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 13 Destination Action Identifier Double Kill Checker 2 team 13 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 13 Right Field Name exp> } Double Kill Checker 1 team 13 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 13 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 13 } Double Kill Checker 2 team 13 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 13 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 13 Activates on Failure Double Kill math team 13 Deactivates on Activation } Double Kill math team 14 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 14 Destination Action Identifier Double Kill Checker 1 team 14 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 14 Right Field Name exp> } Double Kill math 2 team 14 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 14 Destination Action Identifier Double Kill Checker 2 team 14 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 14 Right Field Name exp> } Double Kill Checker 1 team 14 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 14 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 14 } Double Kill Checker 2 team 14 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 14 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 14 Activates on Failure Double Kill math team 14 Deactivates on Activation } Double Kill math team 15 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill math 2 team 15 Destination Action Identifier Double Kill Checker 1 team 15 Destination Field Name exp> Right Action Identifier Double Kill Checker 1 team 15 Right Field Name exp> } Double Kill math 2 team 15 [Mathematics] deactivates_on_execution 0.00, 0.00 { Add true Left Integer 1 Activates on Success Double Kill Checker 1 team 15 Destination Action Identifier Double Kill Checker 2 team 15 Destination Field Name exp> Right Action Identifier Double Kill Checker 2 team 15 Right Field Name exp> } Double Kill Checker 1 team 15 [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Team 15 Experience Greater Than 0 Activates on Success Double Kill Checker 2 team 15 } Double Kill Checker 2 team 15 [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Team 15 Experience Greater Than 1 Activates on Success Double Kill Double Kill math team 15 Activates on Failure Double Kill math team 15 Deactivates on Activation } Geom Link Team 0 { } Empty Box of Nothing { } Team 0 query result { (plyr, integer) } Make Team 0 container T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Tested items Inside Field Name subj Monsters (subj) 10000 (AMulti NUMARINE) Results Action Identifier UNI: Geom Link Team 0 Entire Map Subtract Monster Lists Link Team 0 obje Soldiers } Unit Dead Team 0? [Test Unit] deactivates_on_successful_execution 0.50, 0.50 { Link Team 0 Unit Count Less Than 1 Activates on Success Switch Artifact Team 0 } Switch Artifact Team 0 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Switch Artifact 0 Activates on Success Find which team unit belongs to 0 } Find which team unit belongs to 0 [Query Units] deactivates_on_trigger 0.00, 0.00 { Link Team 0 query result Team 0 Player Index Activates on Success Respawn point list team 0 } Timer to auto-respawn T0 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Move to spawn point 1 Team 0 Move to spawn point 2 Team 0 Move to spawn point 3 Team 0 Move to spawn point 4 Team 0 Move to spawn point 5 Team 0 Move to spawn point 6 Team 0 Move to spawn point 7 Team 0 Move to spawn point 8 Team 0 Move to spawn point 9 Team 0 Move to spawn point 10 Team 0 Move to spawn point 11 Team 0 Move to spawn point 12 Team 0 Move to spawn point 13 Team 0 Move to spawn point 14 Team 0 Move to spawn point 15 Team 0 Move to spawn point 16 Team 0 Random Selection Flag Activate Only One } Respawn point list team 0 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Check Spawn Point 1 for hostiles T0 Check Spawn Point 2 for hostiles T0 Check Spawn Point 3 for hostiles T0 Check Spawn Point 4 for hostiles T0 Check Spawn Point 5 for hostiles T0 Check Spawn Point 6 for hostiles T0 Check Spawn Point 7 for hostiles T0 Check Spawn Point 8 for hostiles T0 Check Spawn Point 9 for hostiles T0 Check Spawn Point 10 for hostiles T0 Check Spawn Point 11 for hostiles T0 Check Spawn Point 12 for hostiles T0 Check Spawn Point 13 for hostiles T0 Check Spawn Point 14 for hostiles T0 Check Spawn Point 15 for hostiles T0 Check Spawn Point 16 for hostiles T0 Random Selection Flag Activate Only One } Check Spawn Point 1 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 163.846, 33.661 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 1 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 1 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 163.860, 33.526 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 1 team 0 Cleanup respawn team 0 } Look at spawn point 1 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 153.270, 40.840 Maximum Time Before Cutting 1.00001 Final Facing 324.84 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 2 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 136.153, 15.084 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 2 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 2 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 136.135, 14.961 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 2 team 0 Cleanup respawn team 0 } Look at spawn point 2 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 136.282, 30.051 Maximum Time Before Cutting 1.00001 Final Facing 271.41 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 3 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 105.467, 13.723 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 3 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 3 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 105.479, 13.813 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 3 team 0 Cleanup respawn team 0 } Look at spawn point 3 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 108.133, 29.969 Maximum Time Before Cutting 1.00001 Final Facing 259.45 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 4 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 76.655, 14.307 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 4 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 4 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 76.879, 14.428 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 4 team 0 Cleanup respawn team 0 } Look at spawn point 4 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 79.223, 29.829 Maximum Time Before Cutting 1.00001 Final Facing 261.56 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 5 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 37.233, 20.911 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10015 (AMulti NUMARINE) 10014 (AMulti NUMARINE) 10013 (AMulti NUMARINE) 10012 (AMulti NUMARINE) 10011 (AMulti NUMARINE) 10010 (AMulti NUMARINE) 10009 (AMulti NUMARINE) 10008 (AMulti NUMARINE) 10007 (AMulti NUMARINE) 10006 (AMulti NUMARINE) 10005 (AMulti NUMARINE) 10004 (AMulti NUMARINE) 10003 (AMulti NUMARINE) 10002 (AMulti NUMARINE) 10001 (AMulti NUMARINE) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 5 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 5 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 37.163, 20.965 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 5 team 0 Cleanup respawn team 0 } Look at spawn point 5 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 48.213, 21.124 Maximum Time Before Cutting 1.00001 Final Facing 181.41 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 6 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 42.014, 53.030 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 6 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 6 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 41.928, 53.086 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 6 team 0 Cleanup respawn team 0 } Look at spawn point 6 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 49.360, 52.229 Maximum Time Before Cutting 1.00001 Final Facing 172.62 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 7 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 35.026, 84.459 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 7 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 7 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 35.059, 84.430 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 7 team 0 Cleanup respawn team 0 } Look at spawn point 7 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 43.649, 85.260 Maximum Time Before Cutting 1.00001 Final Facing 185.98 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 8 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 26.336, 115.973 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 8 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 8 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 26.559, 115.922 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 8 team 0 Cleanup respawn team 0 } Look at spawn point 8 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 38.659, 116.418 Maximum Time Before Cutting 1.00001 Final Facing 182.81 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 9 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 18.084, 158.262 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 9 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 9 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 17.952, 158.274 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 9 team 0 Cleanup respawn team 0 } Look at spawn point 9 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 18.967, 148.090 Maximum Time Before Cutting 1.00001 Final Facing 95.27 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 10 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 52.487, 157.618 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 10 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 10 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 52.512, 157.829 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 10 team 0 Cleanup respawn team 0 } Look at spawn point 10 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 54.042, 147.561 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 11 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 90.616, 150.657 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 11 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 11 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 90.698, 150.614 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 11 team 0 Cleanup respawn team 0 } Look at spawn point 11 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 92.813, 136.553 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 12 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 131.243, 168.098 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 12 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 12 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 131.211, 168.086 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 12 team 0 Cleanup respawn team 0 } Look at spawn point 12 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 133.782, 157.034 Maximum Time Before Cutting 1.00001 Final Facing 104.41 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 13 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 169.313, 163.663 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 13 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 13 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 169.379, 163.667 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 13 team 0 Cleanup respawn team 0 } Look at spawn point 13 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 157.665, 162.879 Maximum Time Before Cutting 1.00001 Final Facing 2.81 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 14 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 170.842, 137.172 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 14 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 14 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 170.784, 137.221 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 14 team 0 Cleanup respawn team 0 } Look at spawn point 14 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 160.159, 138.719 Maximum Time Before Cutting 1.00001 Final Facing 354.02 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 15 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 173.389, 111.133 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 15 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 15 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 173.180, 111.106 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 15 team 0 Cleanup respawn team 0 } Look at spawn point 15 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 162.491, 110.475 Maximum Time Before Cutting 1.00001 Final Facing 2.11 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Check Spawn Point 16 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 175.950, 75.876 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure Move to spawn point 15 Team 0 Minimum Number of Items 1 Link Geom Link Team 0 } Move to spawn point 16 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 176.026, 75.876 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Look at spawn point 15 team 0 Cleanup respawn team 0 } Look at spawn point 16 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 165.516, 76.797 Maximum Time Before Cutting 1.00001 Final Facing 355.43 Link Team 0 query result Activates on Execution Cammera Reset Team 0 } Cammera timer spawn point 16 timer T0 [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode -1 Link Team 0 query result } Cleanup respawn team 0 [Action List] deactivates_on_trigger 0.60, 0.60 { Actions to Deactivate Respawn point list team 0 Check Spawn Point 1 for hostiles T0 Move to spawn point 1 Team 0 Check Spawn Point 2 for hostiles T0 Move to spawn point 2 Team 0 Check Spawn Point 3 for hostiles T0 Move to spawn point 3 Team 0 Check Spawn Point 4 for hostiles T0 Move to spawn point 4 Team 0 Timer to auto-respawn T0 Check Spawn Point 5 for hostiles T0 Move to spawn point 5 Team 0 Check Spawn Point 6 for hostiles T0 Move to spawn point 6 Team 0 Check Spawn Point 7 for hostiles T0 Move to spawn point 7 Team 0 Check Spawn Point 8 for hostiles T0 Move to spawn point 8 Team 0 Check Spawn Point 9 for hostiles T0 Move to spawn point 9 Team 0 Check Spawn Point 10 for hostiles T0 Move to spawn point 10 Team 0 Check Spawn Point 11 for hostiles T0 Move to spawn point 11 Team 0 Check Spawn Point 12 for hostiles T0 Move to spawn point 12 Team 0 Check Spawn Point 13 for hostiles T0 Move to spawn point 13 Team 0 Check Spawn Point 14 for hostiles T0 Move to spawn point 14 Team 0 Check Spawn Point 15 for hostiles T0 Move to spawn point 15 Team 0 Check Spawn Point 16 for hostiles T0 Move to spawn point 16 Team 0 Actions to Activate Remove all ammo team 0 } Cammera Reset Team 0 [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode -1 Link Team 0 query result } Give team 0 some ammo [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Add Ammunition 1 Activates on Success How much ammo has team 0? } How much ammo has team 0? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Team 0 Ammunition Greater Than 3 Activates on Success Timer to auto-respawn T0 Remove all ammo team 0 Activates on Failure Respawn point list team 0 } Remove all ammo team 0 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Ammunition 0 } { { } Team 0 obje { (obje, monster_identifier) 10000 (AMulti NUMARINE) } UNI: Geom Link Team 0 { } UNI: Geom Success Team 0 { Activates on Success Give team 0 some ammo } UNI: Move DEOA Team 0 { Deactivates on Activation Timer to auto-respawn T0 } { { } Spawn Point 1 Centerpoint { (cent, world_point2d) 163.846, 33.661 } Spawn Point 1 Geom Fail T0 { Activates on Failure Move to spawn point 1 Team 0 } Spawn Point 1 Destination { (dest, world_point2d) 163.860, 33.526 } Spawn Point 1 Move ACOA team 0 { Activates on Activation Cleanup respawn team 0 } Spawn Point 1 Camera destination, facing { (dest, world_point2d) 153.270, 40.840 (faci, angle) 324.84 } { { } UNI: CheckSpawnPoint 1 for hostiles T0 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 163.846, 33.661 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10015 (AMulti NUMARINE) 10014 (AMulti NUMARINE) 10013 (AMulti NUMARINE) 10012 (AMulti NUMARINE) 10011 (AMulti NUMARINE) 10010 (AMulti NUMARINE) 10009 (AMulti NUMARINE) 10008 (AMulti NUMARINE) 10007 (AMulti NUMARINE) 10006 (AMulti NUMARINE) 10005 (AMulti NUMARINE) 10003 (AMulti NUMARINE) 10002 (AMulti NUMARINE) 10001 (AMulti NUMARINE) 10000 (AMulti NUMARINE) Results Action Identifier Empty Box of Nothing Activates on Success Give team 0 some ammo Activates on Failure UNI:Move to spawn point 1 Team 0 Minimum Number of Items 1 Link UNI: Geom Link Team 0 } UNI:Move to spawn point 1 Team 0 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 0 Destination 163.860, 33.526 Deactivates on Activation Timer to auto-respawn T0 Activates on Activation Cleanup respawn team 0 Activates on Success UNI:Look at spawn point 1 team 0 } UNI:Look at spawn point 1 team 0 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 153.270, 40.840 Maximum Time Before Cutting 1.00001 Final Facing 324.84 Link Team 0 query result Activates on Execution UNI:Cammera timer spawn point 1 timer T0 } UNI:Cammera timer spawn point 1 timer T0 [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode -1 Link Team 0 query result } Team 0 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Unit Dead Team 0? Make Team 1 container T1 Link Team 0 } Team 1 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Unit Dead Team 1? Make Team 1 container T1 Link Team 1 } Team 2 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Unit Dead Team 1? Make Team 2 container Link Team 2 } Team 3 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 3 } Team 4 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 4 } Team 4 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 4 } Team 5 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 5 } Team 6 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 6 } Team 7 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 7 } Team 8 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 8 } Team 9 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 9 } Team 10 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 10 } Team 11 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 11 } Team 12 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 12 } Team 13 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 13 } Team 14 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 14 } Team 15 exists [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 1 Activates on Success Link Team 15 } Switch to null [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Soldiers Switch Artifact null } Geom Link Team 1 { } Empty Box of Nothing { } Team 1 query result { (plyr, integer) } Make Team 1 container T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Geom Link Team 1 Entire Map Subtract Monster Lists Link Soldiers } Unit Dead Team 1? [Test Unit] deactivates_on_successful_execution 0.50, 0.50 { Link Team 1 Unit Count Less Than 1 Activates on Success Switch Artifact Team 1 } Switch Artifact Team 1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Switch Artifact 0 Activates on Success Find which team unit belongs to 1 } Find which team unit belongs to 1 [Query Units] deactivates_on_trigger 0.00, 0.00 { Link Team 1 query result Team 1 Player Index Activates on Success Respawn point list team 1 } Timer to auto-respawn T1 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Move to spawn point 1 Team 1 Move to spawn point 2 Team 1 Move to spawn point 3 Team 1 Move to spawn point 4 Team 1 Move to spawn point 5 Team 1 Move to spawn point 6 Team 1 Move to spawn point 7 Team 1 Move to spawn point 8 Team 1 Move to spawn point 9 Team 1 Move to spawn point 10 Team 1 Move to spawn point 11 Team 1 Move to spawn point 12 Team 1 Move to spawn point 13 Team 1 Move to spawn point 14 Team 1 Move to spawn point 15 Team 1 Move to spawn point 16 Team 1 Random Selection Flag Activate Only One } Respawn point list team 1 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Check Spawn Point 1 for hostiles T1 Check Spawn Point 2 for hostiles T1 Check Spawn Point 3 for hostiles T1 Check Spawn Point 4 for hostiles T1 Check Spawn Point 5 for hostiles T1 Check Spawn Point 6 for hostiles T1 Check Spawn Point 7 for hostiles T1 Check Spawn Point 8 for hostiles T1 Check Spawn Point 9 for hostiles T1 Check Spawn Point 10 for hostiles T1 Check Spawn Point 11 for hostiles T1 Check Spawn Point 12 for hostiles T1 Check Spawn Point 13 for hostiles T1 Check Spawn Point 14 for hostiles T1 Check Spawn Point 15 for hostiles T1 Check Spawn Point 16 for hostiles T1 Random Selection Flag Activate Only One } Check Spawn Point 1 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 163.846, 33.661 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 1 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 1 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 163.860, 33.526 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 1 team 1 Cleanup respawn team 1 } Look at spawn point 1 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 153.270, 40.840 Maximum Time Before Cutting 1.00001 Final Facing 324.84 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 2 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 136.153, 15.084 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 2 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 2 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 136.135, 14.961 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 2 team 1 Cleanup respawn team 1 } Look at spawn point 2 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 136.282, 30.051 Maximum Time Before Cutting 1.00001 Final Facing 271.41 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 3 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 105.467, 13.723 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 3 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 3 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 105.479, 13.813 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 3 team 1 Cleanup respawn team 1 } Look at spawn point 3 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 108.133, 29.969 Maximum Time Before Cutting 1.00001 Final Facing 259.45 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 4 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 76.655, 14.307 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 4 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 4 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 76.879, 14.428 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 4 team 1 Cleanup respawn team 1 } Look at spawn point 4 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 79.223, 29.829 Maximum Time Before Cutting 1.00001 Final Facing 261.56 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 5 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 37.233, 20.911 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 5 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 5 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 37.163, 20.965 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 5 team 1 Cleanup respawn team 1 } Look at spawn point 5 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 48.213, 21.124 Maximum Time Before Cutting 1.00001 Final Facing 181.41 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 6 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 42.014, 53.030 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 6 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 6 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 41.928, 53.086 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 6 team 1 Cleanup respawn team 1 } Look at spawn point 6 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 49.360, 52.229 Maximum Time Before Cutting 1.00001 Final Facing 172.62 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 7 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 35.026, 84.459 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 7 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 7 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 35.059, 84.430 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 7 team 1 Cleanup respawn team 1 } Look at spawn point 7 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 43.649, 85.260 Maximum Time Before Cutting 1.00001 Final Facing 185.98 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 8 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 26.336, 115.973 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 8 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 8 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 26.559, 115.922 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 8 team 1 Cleanup respawn team 1 } Look at spawn point 8 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 38.659, 116.418 Maximum Time Before Cutting 1.00001 Final Facing 182.81 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 9 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 18.084, 158.262 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 9 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 9 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 17.952, 158.274 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 9 team 1 Cleanup respawn team 1 } Look at spawn point 9 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 18.967, 148.090 Maximum Time Before Cutting 1.00001 Final Facing 95.27 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 10 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 52.487, 157.618 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 10 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 10 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 52.512, 157.829 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 10 team 1 Cleanup respawn team 1 } Look at spawn point 10 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 54.042, 147.561 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 11 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 90.616, 150.657 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 11 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 11 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 90.698, 150.614 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 11 team 1 Cleanup respawn team 1 } Look at spawn point 11 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 92.813, 136.553 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 12 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 131.243, 168.098 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 12 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 12 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 131.211, 168.086 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 12 team 1 Cleanup respawn team 1 } Look at spawn point 12 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 133.782, 157.034 Maximum Time Before Cutting 1.00001 Final Facing 104.41 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 13 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 169.313, 163.663 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 13 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 13 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 169.379, 163.667 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 13 team 1 Cleanup respawn team 1 } Look at spawn point 13 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 157.665, 162.879 Maximum Time Before Cutting 1.00001 Final Facing 2.81 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 14 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 170.842, 137.172 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 14 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 14 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 170.784, 137.221 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 14 team 1 Cleanup respawn team 1 } Look at spawn point 14 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 160.159, 138.719 Maximum Time Before Cutting 1.00001 Final Facing 354.02 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 15 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 173.389, 111.133 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 15 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 15 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 173.180, 111.106 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 15 team 1 Cleanup respawn team 1 } Look at spawn point 15 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 162.491, 110.475 Maximum Time Before Cutting 1.00001 Final Facing 2.11 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Check Spawn Point 16 for hostiles T1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 175.950, 75.876 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 15 Team 1 Minimum Number of Items 1 Link Geom Link Team 1 } Move to spawn point 16 Team 1 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 176.026, 75.876 Deactivates on Activation Timer to auto-respawn T1 Activates on Activation Look at spawn point 15 team 1 Cleanup respawn team 1 } Look at spawn point 16 team 1 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 165.516, 76.797 Maximum Time Before Cutting 1.00001 Final Facing 355.43 Link Team 1 query result Activates on Execution Cammera Reset Team 1 } Cleanup respawn team 1 [Action List] deactivates_on_trigger 0.60, 0.60 { Actions to Deactivate Respawn point list team 1 Check Spawn Point 1 for hostiles T1 Move to spawn point 1 Team 1 Check Spawn Point 2 for hostiles T1 Move to spawn point 2 Team 1 Check Spawn Point 3 for hostiles T1 Move to spawn point 3 Team 1 Check Spawn Point 4 for hostiles T1 Move to spawn point 4 Team 1 Timer to auto-respawn T1 Check Spawn Point 5 for hostiles T1 Move to spawn point 5 Team 1 Check Spawn Point 6 for hostiles T1 Move to spawn point 6 Team 1 Check Spawn Point 7 for hostiles T1 Move to spawn point 7 Team 1 Check Spawn Point 8 for hostiles T1 Move to spawn point 8 Team 1 Check Spawn Point 9 for hostiles T1 Move to spawn point 9 Team 1 Check Spawn Point 10 for hostiles T1 Move to spawn point 10 Team 1 Check Spawn Point 11 for hostiles T1 Move to spawn point 11 Team 1 Check Spawn Point 12 for hostiles T1 Move to spawn point 12 Team 1 Check Spawn Point 13 for hostiles T1 Move to spawn point 13 Team 1 Check Spawn Point 14 for hostiles T1 Move to spawn point 14 Team 1 Check Spawn Point 15 for hostiles T1 Move to spawn point 15 Team 1 Check Spawn Point 16 for hostiles T1 Move to spawn point 16 Team 1 Actions to Activate Remove all ammo team 1 } Cammera Reset Team 1 [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode -1 Link Team 1 query result } Give team 1 some ammo [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Add Ammunition 1 Activates on Success How much ammo has team 1? } How much ammo has team 1? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Team 1 Ammunition Greater Than 3 Activates on Success Timer to auto-respawn T1 Remove all ammo team 1 Activates on Failure Respawn point list team 1 } Remove all ammo team 1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Ammunition 0 } { } Geom Link Team 2 { } Empty Box of Nothing { } Team 2 query result { (plyr, integer) } Make Team 2 container [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Geom Link Team 2 Entire Map Subtract Monster Lists Link Soldiers } Unit Dead Team 2? [Test Unit] deactivates_on_successful_execution 0.50, 0.50 { Link Team 2 Unit Count Less Than 1 Activates on Success Switch Artifact Team 2 } Switch Artifact Team 2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Switch Artifact 0 Activates on Success Find which team unit belongs to 2 } Find which team unit belongs to 2 [Query Units] deactivates_on_trigger 0.00, 0.00 { Link Team 2 query result Team 2 Player Index Activates on Success Respawn point list team 2 } Timer to auto-respawn T2 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Move to spawn point 1 Team 2 Move to spawn point 2 Team 2 Move to spawn point 3 Team 2 Move to spawn point 4 Team 2 Move to spawn point 5 Team 2 Move to spawn point 6 Team 2 Move to spawn point 7 Team 2 Move to spawn point 8 Team 2 Move to spawn point 9 Team 2 Move to spawn point 10 Team 2 Move to spawn point 11 Team 2 Move to spawn point 12 Team 2 Move to spawn point 13 Team 2 Move to spawn point 14 Team 2 Move to spawn point 15 Team 2 Move to spawn point 16 Team 2 Random Selection Flag Activate Only One } Respawn point list team 2 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Check Spawn Point 1 for hostiles T2 Check Spawn Point 2 for hostiles T2 Check Spawn Point 3 for hostiles T2 Check Spawn Point 4 for hostiles T2 Check Spawn Point 5 for hostiles T2 Check Spawn Point 6 for hostiles T2 Check Spawn Point 7 for hostiles T2 Check Spawn Point 8 for hostiles T2 Check Spawn Point 9 for hostiles T2 Check Spawn Point 10 for hostiles T2 Check Spawn Point 11 for hostiles T2 Check Spawn Point 12 for hostiles T2 Check Spawn Point 13 for hostiles T2 Check Spawn Point 14 for hostiles T2 Check Spawn Point 15 for hostiles T2 Check Spawn Point 16 for hostiles T2 Random Selection Flag Activate Only One } Check Spawn Point 1 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 163.846, 33.661 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 1 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 1 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 163.860, 33.526 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 1 team 2 Cleanup respawn team 2 } Look at spawn point 1 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 153.270, 40.840 Maximum Time Before Cutting 1.00001 Final Facing 324.84 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 2 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 136.153, 15.084 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 2 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 2 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 136.135, 14.961 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 2 team 2 Cleanup respawn team 2 } Look at spawn point 2 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 136.282, 30.051 Maximum Time Before Cutting 1.00001 Final Facing 271.41 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 3 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 105.467, 13.723 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 3 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 3 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 105.479, 13.813 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 3 team 2 Cleanup respawn team 2 } Look at spawn point 3 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 108.133, 29.969 Maximum Time Before Cutting 1.00001 Final Facing 259.45 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 4 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 76.655, 14.307 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 4 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 4 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 76.879, 14.428 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 4 team 2 Cleanup respawn team 2 } Look at spawn point 4 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 79.223, 29.829 Maximum Time Before Cutting 1.00001 Final Facing 261.56 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 5 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 37.233, 20.911 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 5 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 5 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 37.163, 20.965 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 5 team 2 Cleanup respawn team 2 } Look at spawn point 5 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 48.213, 21.124 Maximum Time Before Cutting 1.00001 Final Facing 181.41 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 6 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 42.014, 53.030 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 6 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 6 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 41.928, 53.086 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 6 team 2 Cleanup respawn team 2 } Look at spawn point 6 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 49.360, 52.229 Maximum Time Before Cutting 1.00001 Final Facing 172.62 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 7 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 35.026, 84.459 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 7 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 7 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 35.059, 84.430 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 7 team 2 Cleanup respawn team 2 } Look at spawn point 7 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 43.649, 85.260 Maximum Time Before Cutting 1.00001 Final Facing 185.98 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 8 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 26.336, 115.973 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 8 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 8 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 26.559, 115.922 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 8 team 2 Cleanup respawn team 2 } Look at spawn point 8 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 38.659, 116.418 Maximum Time Before Cutting 1.00001 Final Facing 182.81 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 9 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 18.084, 158.262 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 9 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 9 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 17.952, 158.274 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 9 team 2 Cleanup respawn team 2 } Look at spawn point 9 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 18.967, 148.090 Maximum Time Before Cutting 1.00001 Final Facing 95.27 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 10 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 52.487, 157.618 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 10 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 10 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 1 Destination 52.512, 157.829 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 10 team 2 Cleanup respawn team 2 } Look at spawn point 10 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 54.042, 147.561 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 11 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 90.616, 150.657 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 11 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 11 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 90.698, 150.614 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 11 team 2 Cleanup respawn team 2 } Look at spawn point 11 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 92.813, 136.553 Maximum Time Before Cutting 1.00001 Final Facing 98.09 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 12 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 131.243, 168.098 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 12 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 12 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 131.211, 168.086 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 12 team 2 Cleanup respawn team 2 } Look at spawn point 12 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 133.782, 157.034 Maximum Time Before Cutting 1.00001 Final Facing 104.41 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 13 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 169.313, 163.663 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 13 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 13 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 169.379, 163.667 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 13 team 2 Cleanup respawn team 2 } Look at spawn point 13 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 157.665, 162.879 Maximum Time Before Cutting 1.00001 Final Facing 2.81 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 14 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 170.842, 137.172 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 14 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 14 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 170.784, 137.221 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 14 team 2 Cleanup respawn team 2 } Look at spawn point 14 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 160.159, 138.719 Maximum Time Before Cutting 1.00001 Final Facing 354.02 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 15 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 173.389, 111.133 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 2 some ammo Activates on Failure Move to spawn point 15 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 15 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 173.180, 111.106 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 15 team 2 Cleanup respawn team 2 } Look at spawn point 15 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 162.491, 110.475 Maximum Time Before Cutting 1.00001 Final Facing 2.11 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Check Spawn Point 16 for hostiles T2 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Circle Centerpoint 175.950, 75.876 Circle Radius 20.000 Tested items Inside Field Name subj Monsters (subj) 10016 (hawk (geom dummy)) Results Action Identifier Empty Box of Nothing Activates on Success Give team 1 some ammo Activates on Failure Move to spawn point 15 Team 2 Minimum Number of Items 1 Link Geom Link Team 2 } Move to spawn point 16 Team 2 [Move Marker] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Destination 176.026, 75.876 Deactivates on Activation Timer to auto-respawn T2 Activates on Activation Look at spawn point 15 team 2 Cleanup respawn team 2 } Look at spawn point 16 team 2 [Observer Movement] deactivates_on_execution 3.50, 3.50 { Camera Mode 1 Destination 165.516, 76.797 Maximum Time Before Cutting 1.00001 Final Facing 355.43 Link Team 2 query result Activates on Execution Cammera Reset, Team 2 } Cleanup respawn team 2 [Action List] deactivates_on_trigger 0.60, 0.60 { Actions to Deactivate Respawn point list team 2 Check Spawn Point 1 for hostiles T2 Move to spawn point 1 Team 2 Check Spawn Point 2 for hostiles T2 Move to spawn point 2 Team 2 Check Spawn Point 3 for hostiles T2 Move to spawn point 3 Team 2 Check Spawn Point 4 for hostiles T2 Move to spawn point 4 Team 2 Timer to auto-respawn T2 Check Spawn Point 5 for hostiles T2 Move to spawn point 5 Team 2 Check Spawn Point 6 for hostiles T2 Move to spawn point 6 Team 2 Check Spawn Point 7 for hostiles T2 Move to spawn point 7 Team 2 Check Spawn Point 8 for hostiles T2 Move to spawn point 8 Team 2 Check Spawn Point 9 for hostiles T2 Move to spawn point 9 Team 2 Check Spawn Point 10 for hostiles T2 Move to spawn point 10 Team 2 Check Spawn Point 11 for hostiles T2 Move to spawn point 11 Team 2 Check Spawn Point 12 for hostiles T2 Move to spawn point 12 Team 2 Check Spawn Point 13 for hostiles T2 Move to spawn point 13 Team 2 Check Spawn Point 14 for hostiles T2 Move to spawn point 14 Team 2 Check Spawn Point 15 for hostiles T2 Move to spawn point 15 Team 2 Check Spawn Point 16 for hostiles T2 Move to spawn point 16 Team 2 Actions to Activate Remove all ammo team 2 } Cammera Reset, Team 2 [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode -1 Link Team 2 query result } Give team 2 some ammo [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Add Ammunition 1 Activates on Success How much ammo has team 2? } How much ammo has team 2? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Team 2 Ammunition Greater Than 3 Activates on Success Timer to auto-respawn T2 Remove all ammo team 2 Activates on Failure Respawn point list team 2 } Remove all ammo team 2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Team 2 Ammunition 0 } { }