make invisible observer invisible [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link invisible observer Invisible Flag true Activates on Success delete invisible observer } delete invisible observer [Unit Control] deactivates_on_trigger 10.00, 15.00 { Link invisible observer Delete Monsters true } light wave 1 [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link light wave 1 Visible Flag true Tain Visibility Flag true } "Where's Balin when you need him?" [Sound Action] initially_active deactivates_on_trigger 10.00, 15.00 { Sound Tag 315 where's balin Monster 10007 (dwarf tfl) Override Flag true } deactivate ambient sounds [Ambient Sound Control] initially_active deactivates_on_trigger 0.00, 0.00 { Sound 10000 (ph amb pylons) 10001 (ph amb pylons) 10002 (ph amb pylons) 10003 (ph amb pylons) Duration 0.00001 Volume 0.00001 } cave lock [Lock] initially_active deactivates_never 2.00, 3.00 { Keys lock for pylon #1 lock for pylon #2 lock for pylon #3 lock for pylon #4 Actions to Activate activation list for pylon #1 activation list for pylon #2 activation list for pylon #3 activation list for pylon #4 Actions to Deactivate deactivation list for pylon #1 deactivation list for pylon #2 deactivation list for pylon #3 deactivation list for pylon #4 (___0, action_identifier) activation list for bridge stage 0 don't fade bridge with guys on it (___1, action_identifier) activation list for bridge stage 1 don't fade bridge with guys on it (___2, action_identifier) activation list for bridge stage 2 don't fade bridge with guys on it (___3, action_identifier) activation list for bridge stage 3 don't fade bridge with guys on it (___4, action_identifier) activation list for bridge stage 4 (reqs, flag) true } setup bridge on start [Action List] initially_active deactivates_on_successful_execution 0.00, 0.00 { Actions to Activate setup bridge kill mesh cells } setup bridge [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 0.10000 Debug Flag Material Index 0 Material Final Opacity 0.00001 } ----------------- PYLON #1 { } lock for pylon #1 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 110.758, 24.852 105.165, 27.024 } activation list for pylon #1 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #1 activate pylon #1 sound activate Activator #1 Visible } pylon #1 activate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10042 (cave pylon model) Duration 2.00000 New Permutation 0 } pylon #1 sound activate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Duration 2.00000 Volume 1.00001 Sound 10000 (ph amb pylons) } deactivation list for pylon #1 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #1 deactivate pylon #1 sound deactivate Activator #1 Invisible } pylon #1 deactivate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10042 (cave pylon model) Duration 2.00000 New Permutation 1 } pylon #1 sound deactivate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10000 (ph amb pylons) Duration 2.00000 Volume 0.00001 } ----------------- PYLON #2 { } lock for pylon #2 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 20.895, 18.983 26.440, 25.143 } activation list for pylon #2 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #2 activate pylon #2 sound activate Activator #2 Visible } pylon #2 activate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10049 (cave pylon model) Duration 2.00000 New Permutation 0 } pylon #2 sound activate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10001 (ph amb pylons) Duration 2.00000 Volume 1.00001 } deactivation list for pylon #2 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #2 deactivate pylon #2 sound deactivate Activator #2 Invisible } pylon #2 deactivate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10049 (cave pylon model) Duration 2.00000 New Permutation 1 } pylon #2 sound deactivate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10001 (ph amb pylons) Duration 2.00000 Volume 0.00001 } ----------------- PYLON #3 { } lock for pylon #3 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 27.280, 106.938 28.598, 99.202 Activates on Success nw ghols in } activation list for pylon #3 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #3 activate pylon #3 sound activate more minions tain in Activator #3 Visible } pylon #3 activate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10048 (cave pylon model) Duration 2.00000 New Permutation 0 } pylon #3 sound activate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10002 (ph amb pylons) Duration 2.00000 Volume 1.00001 } deactivation list for pylon #3 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #3 deactivate pylon #3 sound deactivate Activator #3 Invisible } pylon #3 deactivate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10048 (cave pylon model) Duration 2.00000 New Permutation 1 } pylon #3 sound deactivate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10002 (ph amb pylons) Duration 2.00000 Volume 0.00001 } ----------------- PYLON #4 { } lock for pylon #4 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 109.063, 108.903 107.331, 102.577 } activation list for pylon #4 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #4 activate pylon #4 sound activate Activator #4 Visible } pylon #4 activate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10047 (cave pylon model) Duration 2.00000 New Permutation 0 } pylon #4 sound activate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10003 (ph amb pylons) Duration 2.00000 Volume 1.00001 } deactivation list for pylon #4 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate pylon #4 deactivate pylon #4 sound deactivate Activator #4 Invisible } pylon #4 deactivate [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10047 (cave pylon model) Duration 2.00000 New Permutation 1 } pylon #4 sound deactivate [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10003 (ph amb pylons) Duration 2.00000 Volume 0.00001 } ----------------- BRIDGE STAGE 0 { } activation list for bridge stage 0 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bridge stage 0 kill mesh cells } bridge stage 0 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 2.00000 Material Index 0 Material Final Opacity 0.00001 } kill mesh cells [Mesh Cell Modifier] deactivates_on_trigger 0.00, 0.00 { Mesh Cells To Affect 62.297, 69.749 62.762, 69.795 63.251, 69.751 63.670, 69.803 64.051, 69.823 64.506, 69.829 64.942, 69.782 65.415, 69.776 65.801, 69.864 65.893, 69.229 65.399, 69.297 64.920, 69.305 64.481, 69.247 64.014, 69.317 63.532, 69.319 63.065, 69.239 62.401, 69.237 62.233, 68.782 62.809, 68.717 63.315, 68.801 63.815, 68.801 64.331, 68.754 64.930, 68.780 65.399, 68.727 65.950, 68.659 Kill this cell true Terrain Cost 15 } ----------------- BRIDGE STAGE 1 { } activation list for bridge stage 1 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bridge stage 1 kill mesh cells southern spider activation } bridge stage 1 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 2.00000 Material Index 0 Material Final Opacity 0.25000 } ----------------- BRIDGE STAGE 2 { } activation list for bridge stage 2 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bridge stage 2 kill mesh cells eastern spider activation } bridge stage 2 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 2.00000 Material Index 0 Material Final Opacity 0.50001 } ----------------- BRIDGE STAGE 3 { } activation list for bridge stage 3 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bridge stage 3 kill mesh cells Random Ambush Actions to Deactivate bring them to me.. } bridge stage 3 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 2.00000 Material Index 0 Material Final Opacity 0.75001 } ----------------- BRIDGE STAGE 4 { } activation list for bridge stage 4 [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bring them to me.. removal area bridge stage 4 bridge spider activation Random Ambush don't fade bridge with guys on it } bridge stage 4 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 2.00000 Material Index 0 Material Final Opacity 1.00001 Activates on Success make mesh cells alive } bridge middle dissappears [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10050 (cave bridge model) Duration 0.00001 New Permutation 1 Triggers Simultaneously make mesh cells alive } make mesh cells alive [Mesh Cell Modifier] deactivates_on_trigger 0.00, 0.00 { Mesh Cells To Affect 62.249, 69.809 62.684, 69.758 63.081, 69.766 63.504, 69.758 63.858, 69.741 64.292, 69.723 64.774, 69.721 65.161, 69.624 65.528, 69.692 65.856, 69.686 65.932, 69.020 65.450, 69.137 65.004, 69.094 64.549, 69.141 64.002, 69.211 63.547, 69.278 63.133, 69.106 62.708, 69.213 62.268, 69.221 62.235, 68.772 62.674, 68.731 63.122, 68.637 63.676, 68.713 64.206, 68.538 64.581, 68.542 65.075, 68.598 65.477, 68.565 65.934, 68.575 65.946, 67.811 65.208, 67.751 64.471, 67.709 63.768, 67.717 63.118, 67.717 62.356, 67.762 62.321, 66.813 63.190, 66.797 63.883, 66.905 64.516, 66.963 65.094, 66.899 65.719, 66.944 65.768, 66.073 65.143, 65.893 64.334, 66.161 63.584, 65.971 62.891, 65.950 62.247, 66.018 62.323, 65.129 63.067, 65.219 63.770, 65.057 64.567, 64.883 65.348, 64.772 65.813, 65.145 65.827, 64.209 65.018, 64.182 64.075, 64.336 63.374, 64.415 62.670, 64.364 62.219, 64.393 Kill this cell false Terrain Cost 6 } ----------------- HANDLE GUYS IN { } units to take control of... { } bring them to me.. [Geometry Filter] deactivates_never 0.00, 0.00 { Tested items Inside Field Name subj Link the light Results Action Identifier units to take control of... Activates on Success take control Polygon Points 57.833, 61.823 57.626, 69.862 68.528, 69.959 70.161, 61.868 Polygon Closed Flag } take control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link units to take control of... Ignores User Control Flag true Activates on Success move them in Received User Control Flag false } move them in [Rout] deactivates_never 1.00, 2.00 { Link units to take control of... Destinations 64.942, 58.270 63.036, 58.194 } removal area [Geometry Filter] deactivates_never 0.00, 0.00 { Tested items Inside Field Name subj Link the light Results Action Identifier remove from map Polygon Points 65.913, 59.856 65.954, 56.012 62.040, 56.040 62.028, 59.905 Polygon Closed Flag Activates on Success remove from map light escaped off map? } remove from map [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag true Activates on Success light escaped off map? Deactivates On Success light dies? } ----------------- REMOVE GUYS ON BRIDGE { } don't fade bridge with guys on it [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link the light Polygon 62.032, 64.069 62.042, 69.979 65.825, 70.090 65.977, 64.114 Closed Polygon Flag true Unit Count Greater Than 0 } ----------------- VICTORY CONDITIONS { } light escaped off map? [Test Unit] deactivates_on_successful_execution 8.00, 12.00 { Link the light Unit Count Less Than 5 Activates on Success light wins Deactivates On Activation light dies? } light wins [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag No Celebration true } light dies? [Test Unit] initially_active deactivates_on_successful_execution 10.00, 15.00 { Link the light Unit Count Less Than 5 Activates on Success spiders win } spiders win [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { (team, integer) 2 } ----------------- PYLON #4 SPIDERS { } pylon #4 spider activation [Test Unit] initially_active deactivates_on_successful_execution 10.00, 15.00 { Link the light Unit Count Greater Than 0 Object Test Radius 109.030, 107.895 107.264, 100.651 Activates on Success pylon #4 spiders in } pylon #4 spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link pylon #4 spiders Set Marker Height 6.000 10.001 } pylon #4 spiders { (subj, monster_identifier) 10037 (spider (solo)) 10036 (spider (solo)) 10039 (spider (solo)) 10040 (spider (solo)) 10043 (spider (solo)) 10041 (spider (solo)) 10042 (spider (solo)) 10038 (spider (solo)) } ----------------- THE LIGHT { } the light { Link light wave 2 light wave 3 light wave 1 } light wave 1 { Link light berserks light archers light dwarves light shaman } light berserks { (subj, monster_identifier) 10011 (berserk) 10012 (berserk) 10016 (berserk) 10020 (berserk) 10124 (berserk) 10125 (berserk) } light archers { (subj, monster_identifier) 10002 (fir'bolg (flameless)) 10004 (fir'bolg (flameless)) } light dwarves { (subj, monster_identifier) 10007 (dwarf tfl) } light shaman { (subj, monster_identifier) 10017 (journeyman) } invisible observer { (subj, monster_identifier) 10154 () } ----------------- THE DARK { } the dark { Link dark northeast group dark northwest group dark that tains in south fetch more minions west ghol fodder } dark northeast group { Link dark ghols group 1 dark fetch group 1 } dark ghols group 1 { (subj, monster_identifier) 10024 (ghol) 10025 (ghol) 10026 (ghol) 10028 (ghol) } dark fetch group 1 { (subj, monster_identifier) 10023 (fetch) 10027 (fetch) } dark northwest group { Link dark ghols group 2 dark fetch group 2 } dark ghols group 2 { (subj, monster_identifier) 10029 (ghol) 10030 (ghol) 10031 (ghol) 10032 (ghol) } dark fetch group 2 { (subj, monster_identifier) 10033 (fetch) 10034 (fetch) } ----------------- ACTIVATORS { } activation group { Link the light the dark } ----------------- CLOSE TO WINNING- AMBUSH { } Random Ambush [Action List] deactivates_on_trigger 0.00, 0.00 { Random Selection Flag Actions to Activate pylon #1 ambush spiders in pylon #2 ambush spiders in pylon #3 ambush spiders in pylon #4 ambush spiders in (remo, flag) } ----------------- PYLON 1 AMBUSH { } pylon #1 ambush spiders in [Unit Control] deactivates_on_trigger 10.00, 30.00 { Use Monster Entrance Flag Visible Flag true Link pylon 1 ambush spiders Set Marker Height 6.000 10.001 } pylon 1 ambush spiders { (subj, monster_identifier) 10060 (spider (solo)) 10061 (spider (solo)) 10062 (spider (solo)) 10063 (spider (solo)) 10064 (spider (solo)) } ----------------- PYLON 2 AMBUSH { } pylon #2 ambush spiders in [Unit Control] deactivates_on_trigger 3.00, 30.00 { Use Monster Entrance Flag Visible Flag true Link pylon 2 ambush spiders Set Marker Height 6.000 10.001 } pylon 2 ambush spiders { (subj, monster_identifier) 10054 (spider (solo)) 10055 (spider (solo)) 10056 (spider (solo)) 10057 (spider (solo)) 10058 (spider (solo)) 10059 (spider (solo)) } ----------------- PYLON 3 AMBUSH { } pylon #3 ambush spiders in [Unit Control] deactivates_on_trigger 10.00, 30.00 { Use Monster Entrance Flag Visible Flag true Link Pylon 3 Ambush Spiders Set Marker Height 6.000 10.001 } Pylon 3 Ambush Spiders { (subj, monster_identifier) 10049 (spider (solo)) 10050 (spider (solo)) 10051 (spider (solo)) 10052 (spider (solo)) 10053 (spider (solo)) } ----------------- PYLON 4 AMBUSH { } pylon #4 ambush spiders in [Unit Control] deactivates_on_trigger 10.00, 30.00 { Use Monster Entrance Flag Visible Flag true Link Pylon 4 Ambush Spiders Set Marker Height 6.000 10.001 } Pylon 4 Ambush Spiders { (subj, monster_identifier) 10044 (spider (solo)) 10045 (spider (solo)) 10046 (spider (solo)) 10047 (spider (solo)) 10048 (spider (solo)) } ----------------- WESTERN AMBUSH { } western spider activation [Test Unit] initially_active deactivates_on_successful_execution 10.00, 15.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 112.096, 57.983 111.723, 66.950 Activates on Success western spiders in } western spiders in [Unit Control] deactivates_on_trigger 5.00, 8.00 { Use Monster Entrance Flag Visible Flag true Link western spiders Set Marker Height 6.000 10.001 } western spiders { (subj, monster_identifier) 10065 (spider (solo)) 10066 (spider (solo)) 10067 (spider (solo)) 10068 (spider (solo)) 10069 (spider (solo)) 10070 (spider (solo)) 10071 (spider (solo)) } ----------------- SOUTHERN AMBUSH { } southern spider activation [Test Unit] activates_only_once deactivates_on_successful_execution 10.00, 15.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 66.415, 104.612 57.616, 104.973 Activates on Success southern spiders in } southern spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link southern ambush spiders Set Marker Height 6.000 10.001 Activates on Success southern spider attack } southern spider attack [Attack] flag 0.00, 0.00 { Link southern ambush spiders Attack All Enemies Flag } southern ambush spiders { (subj, monster_identifier) 10075 (spider (solo)) 10076 (spider (solo)) 10077 (spider (solo)) 10078 (spider (solo)) 10079 (spider (solo)) 10080 (spider (solo)) 10081 (spider (solo)) 10082 (spider (solo)) } ----------------- BRIDGE GUARD SPIDERS { } bridge spider activation [Test Unit] activates_only_once deactivates_on_successful_execution 5.00, 10.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 64.479, 84.127 74.139, 93.678 Activates on Success bridge spiders in } bridge spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link bridge guard spiders Set Marker Height 6.000 10.001 } bridge guard spiders { (subj, monster_identifier) 10072 (spider (solo)) 10073 (spider (solo)) 10074 (spider (solo)) 10139 (spider (solo)) 10141 (spider (solo)) 10140 (spider (solo)) 10142 (spider (solo)) } ----------------- EASTERN AMBUSH { } eastern spider activation [Test Unit] activates_only_once deactivates_on_successful_execution 5.00, 10.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 20.530, 69.247 14.180, 58.092 Activates on Success eastern spiders in } eastern spiders in [Unit Control] deactivates_on_trigger 2.00, 5.00 { Use Monster Entrance Flag Visible Flag true Link big eastern ambush Set Marker Height 6.000 10.001 Activates on Success eastern spider attack } eastern spider attack [Attack] flag 0.00, 0.00 { Link big eastern ambush Attack All Enemies Flag } big eastern ambush { (subj, monster_identifier) 10083 (spider (solo)) 10084 (spider (solo)) 10085 (spider (solo)) 10086 (spider (solo)) 10087 (spider (solo)) 10088 (spider (solo)) 10089 (spider (solo)) 10090 (spider (solo)) 10091 (spider (solo)) 10092 (spider (solo)) 10093 (spider (solo)) 10094 (spider (solo)) 10095 (spider (solo)) } ----------------- NORTHEASTERN AMBUSH { } northeastern spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 38.235, 30.549 42.098, 23.262 Activates on Success northeastern spiders in } northeastern spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link northeast ambush Set Marker Height 6.000 10.001 } northeast ambush { (subj, monster_identifier) 10101 (spider (solo)) 10102 (spider (solo)) 10103 (spider (solo)) 10104 (spider (solo)) 10105 (spider (solo)) 10106 (spider (solo)) 10107 (spider (solo)) } ----------------- NORTHWESTERN AMBUSH { } dark gets ambushed [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 5.00, 10.00 { Link activation group Unit Count Greater Than 0 Activates on Success move dark into ambush Polygon 96.233, 42.809 111.467, 41.758 118.692, 25.883 111.641, 14.848 98.516, 25.221 Closed Polygon Flag } activate dark (ccw) [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 5.00, 10.00 { Link activation group Unit Count Greater Than 0 Activates on Success attack! Polygon 54.043, 39.315 52.774, 26.006 36.536, 15.936 14.911, 29.219 37.368, 44.399 Closed Polygon Flag } move dark into ambush [Movement] deactivates_on_trigger 0.00, 0.00 { Link dark northwest group Waypoints 76.292, 13.573 Activates on Success attack! } attack! [Attack] deactivates_never 3.00, 4.00 { Attack All Enemies Flag Link dark northwest group } northwestern spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 5.00, 10.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 82.120, 16.622 86.659, 19.747 Activates on Success northwestern spiders in } northwestern spiders in [Unit Control] deactivates_on_trigger 2.00, 5.00 { Use Monster Entrance Flag Visible Flag true Link north west ambush Activates on Success spiders attack nearest Set Marker Height 6.000 10.001 } spiders attack nearest [Attack] deactivates_never 3.00, 4.00 { Attack All Enemies Flag Link north west ambush } north west ambush { (subj, monster_identifier) 10111 (spider (solo)) 10112 (spider (solo)) 10113 (spider (solo)) 10114 (spider (solo)) 10115 (spider (solo)) 10116 (spider (solo)) } ----------------- SOUTHEASTERN AMBUSH { } southeastern spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link activation group Unit Count Greater Than 0 Object Test Radius 42.637, 82.877 48.620, 89.518 Activates on Success southeastern spiders in Prerequisites eastern spider activation western spider activation } southeastern spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link southeast ambush Set Marker Height 6.000 10.001 } southeast ambush { (subj, monster_identifier) 10117 (spider (solo)) 10118 (spider (solo)) 10119 (spider (solo)) 10120 (spider (solo)) 10121 (spider (solo)) 10122 (spider (solo)) } ----------------- NORTHERN PASS AMBUSH { } northern pass spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link light archers light dwarves light shaman Unit Count Greater Than 0 Object Test Radius 42.637, 82.877 48.620, 89.518 Activates on Success northern pass spiders in } northern pass spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link northern pass ambush Set Marker Height 6.000 10.001 } northern pass ambush { (subj, monster_identifier) 10127 (spider (solo)) 10128 (spider (solo)) 10129 (spider (solo)) 10130 (spider (solo)) } ----------------- NORTHEAST DARK MOVEMENT { } dark starts moving [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link the light Unit Count Greater Than 0 Activates on Success dark group 1 attack (or ambushed) Polygon 12.354, 65.547 40.059, 59.917 55.991, 35.713 50.405, 7.217 Deactivates On Success dark ambush spider activation } dark group 1 attack (or ambushed) [Attack] deactivates_never 2.00, 4.00 { Attack All Enemies Flag Link dark northeast group } ----------------- EAST SIDE DARK AMBUSH { } dark ambush spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link the light Unit Count Greater Than 0 Object Test Radius 50.389, 93.903 60.799, 105.233 Activates on Success move dark into ambush Deactivates On Success dark starts moving } move dark into ambush [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 22.702, 45.645 31.131, 47.649 35.631, 55.295 33.663, 71.850 Activates on Success dark group 1 ambush spiders in dark group 1 attack! Link dark northeast group } dark group 1 ambush spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link dark group 1 ambush spiders Set Marker Height 6.000 10.001 } dark group 1 attack! [Attack] deactivates_never 2.00, 4.00 { Link dark northeast group Attack All Enemies Flag } dark group 1 ambush spiders { (subj, monster_identifier) 10131 (spider (solo)) 10132 (spider (solo)) 10133 (spider (solo)) 10134 (spider (solo)) } ----------------- SSE AMBUSH { } sse spider activation [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 15.00, 20.00 { Link light archers light dwarves light shaman Unit Count Greater Than 0 Object Test Radius 50.167, 118.319 44.823, 111.575 Activates on Success sse spiders in } sse spiders in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Use Monster Entrance Flag Visible Flag true Link sse ambush Set Marker Height 6.000 10.001 } sse ambush { (subj, monster_identifier) 10135 (spider (solo)) 10136 (spider (solo)) 10137 (spider (solo)) 10138 (spider (solo)) } ----------------- GHOLS RUNNING { } new action [Test Unit] initially_active deactivates_on_successful_execution 5.00, 10.00 { Activates on Success start ghols running Unit Count Greater Than 0 Link the light Polygon 73.040, 94.237 73.909, 86.282 } start ghols running [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link ghol pursued ghol pursuers Activates on Success ghols run away attack ghols attack ghols (eventually) } attack ghols [Attack] deactivates_never 2.00, 4.00 { Link ghol pursuers Targets 10145 (ghol) 10146 (ghol) 10144 (ghol) } attack ghols (eventually) [Attack] deactivates_never 60.00, 80.00 { Link ghol pursuers Attack All Enemies Flag Deactivates On Success attack ghols } ghol pursuers { (subj, monster_identifier) 10152 (spider (solo)) 10153 (spider (solo)) 10148 (spider (solo)) 10151 (spider (solo)) } ghols run away [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 50.174, 86.731 62.309, 85.729 74.174, 89.284 84.469, 98.584 Link ghol pursued Activates on Success ghols reach end of path, attack } ghols reach end of path, attack [Attack] deactivates_never 2.00, 4.00 { Attack All Enemies Flag Link ghol pursued } ghol pursued { (subj, monster_identifier) 10144 (ghol) 10145 (ghol) 10146 (ghol) } ----------------- DARK THAT TAINS IN { } Bring in the tained dark [Test Unit] initially_active deactivates_on_successful_execution 5.00, 10.00 { Activates on Success Tain the dark in Unit Count Greater Than 0 Link the light Object Test Radius 12.366, 66.807 34.397, 75.233 } Tain the dark in [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link dark that tains in Visible Flag true Tain Visibility Flag true Activates on Success Tain attack spiders dark attack } dark attack [Attack] deactivates_never 2.00, 4.00 { Link dark that tains in Attack All Enemies Flag } dark that tains in { (subj, monster_identifier) 10155 (fetch) 10156 (ghol) 10157 (ghol) 10158 (ghol) } Tain attack spiders [Unit Control] deactivates_on_trigger 3.00, 4.00 { Link tain attack spiders Visible Flag true Use Monster Entrance Flag Set Marker Height 6.000 8.001 Activates on Success attack nearby } attack nearby [Attack] deactivates_never 2.00, 4.00 { Link tain attack spiders Attack All Enemies Flag } tain attack spiders { (subj, monster_identifier) 10159 (spider (solo)) 10160 (spider (solo)) 10161 (spider (solo)) 10162 (spider (solo)) } ----------------- SOUTH FETCH THAT TAINS IN { } south fetch tain in [Unit Control] activates_only_once deactivates_on_trigger 7.00, 10.00 { Link south fetch Visible Flag true Tain Visibility Flag true Activates on Success south fetch attack } south fetch attack [Attack] deactivates_never 2.00, 4.00 { Link south fetch Attack All Enemies Flag } south fetch { (subj, monster_identifier) 10163 (fetch) } ----------------- LIGHT REINFORCEMENTS { } light wave 2 in [Test Unit] activates_only_once, initially_active deactivates_on_successful_execution 3.00, 5.00 { Unit Count Greater Than 0 Link the light Object Test Radius 43.198, 11.604 63.032, 22.245 Activates on Success light wave 2 in } light wave 2 in [Unit Control] activates_only_once deactivates_on_trigger 13.00, 17.00 { Link light wave 2 Visible Flag true Tain Visibility Flag true } light wave 2 { Link light berserks w2 light archers w2 light dwarves w2 } light berserks w2 { (subj, monster_identifier) 10010 (berserk) 10015 (berserk) 10022 (berserk) } light archers w2 { (subj, monster_identifier) 10003 (fir'bolg (flameless)) 10005 (fir'bolg (flameless)) } light dwarves w2 { (subj, monster_identifier) 10008 (dwarf tfl) } light wave 3 in [Unit Control] activates_only_once deactivates_on_trigger 8.00, 27.00 { Link light wave 3 Visible Flag true Tain Visibility Flag true } light wave 3 { Link light berserks w3 light archers w3 } light berserks w3 { (subj, monster_identifier) 10013 (berserk) 10014 (berserk) 10123 (berserk) } light archers w3 { (subj, monster_identifier) 10000 (fir'bolg (flameless)) } ----------------- MORE MINIONS { } south side active [Test Unit] initially_active deactivates_on_successful_execution 2.00, 5.00 { Unit Count Greater Than 0 Link the light Object Test Radius 52.825, 108.395 42.252, 95.489 Activates on Success more minions tain in } more minions tain in [Unit Control] activates_only_once deactivates_on_trigger 7.00, 10.00 { Link more minions Visible Flag true Tain Visibility Flag true Activates on Success more minions attack } more minions attack [Attack] deactivates_never 2.00, 4.00 { Link more minions Attack All Enemies Flag } more minions { (subj, monster_identifier) 10164 (fetch) 10165 (ghol) 10166 (ghol) 10167 (ghol) 10168 (ghol) } ----------------- WEST GHOL FODDER { } west side alive [Test Unit] initially_active deactivates_on_successful_execution 3.00, 7.00 { Unit Count Greater Than 0 Link the light Object Test Radius 111.329, 52.766 104.411, 69.391 Activates on Success west ghol fodder tain in light wave 3 in } west ghol fodder tain in [Unit Control] activates_only_once deactivates_on_trigger 7.00, 10.00 { Link west ghol fodder Visible Flag true Tain Visibility Flag true Activates on Success west ghol fodder attack } west ghol fodder attack [Attack] deactivates_never 2.00, 4.00 { Link west ghol fodder Attack All Enemies Flag } west ghol fodder { (subj, monster_identifier) 10169 (ghol) 10170 (ghol) 10171 (ghol) 10172 (fetch) 10173 (fetch) } ----------------- NW TAIN GHOL FODDER { } nw ghols in [Test Unit] deactivates_on_successful_execution 3.00, 7.00 { Unit Count Greater Than 0 Link the light Object Test Radius 82.692, 32.870 91.856, 21.270 Activates on Success nw tain ghols } nw tain ghols [Unit Control] activates_only_once deactivates_on_trigger 7.00, 10.00 { Link nw tain ghols Visible Flag true Tain Visibility Flag true Activates on Success nw tain ghol attack } nw tain ghol attack [Attack] deactivates_never 2.00, 4.00 { Link nw tain ghols Attack All Enemies Flag } nw tain ghols { (subj, monster_identifier) 10174 (ghol) 10175 (ghol) 10176 (ghol) } ------------------------------------------------------------------- activators { Link activator #1 activator #2 activator #3 activator #4 } activator #1 { (subj, monster_identifier) 10178 (02 cell post) } activator #2 { (subj, monster_identifier) 10179 (02 cell post) } activator #3 { (subj, monster_identifier) 10180 (02 cell post) } activator #4 { (subj, monster_identifier) 10181 (02 cell post) } Activator #1 Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #1 Visible Flag Activates on Success No Pylon Active? } Activator #2 Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #2 Visible Flag Activates on Success No Pylon Active? } Activator #3 Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #3 Visible Flag Activates on Success No Pylon Active? } Activator #4 Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #4 Visible Flag Activates on Success No Pylon Active? } Activator #1 Invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #1 Invisible Flag Activates on Success No Pylon Active? Bridge Marker Invisible } Activator #2 Invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #2 Invisible Flag Activates on Success No Pylon Active? Bridge Marker Invisible } Activator #3 Invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #3 Invisible Flag Activates on Success No Pylon Active? Bridge Marker Invisible } Activator #4 Invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link activator #4 Invisible Flag Activates on Success No Pylon Active? Bridge Marker Invisible } No Pylon Active? [Test Unit] deactivates_on_execution 0.50, 0.50 { Link activators Unit Count Less Than 1 Activates on Success activation list for bridge stage 0 Activates on Failure One Pylon Active? } One Pylon Active? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link activators Unit Count Equal To 1 Activates on Success activation list for bridge stage 1 Activates on Failure Two Pylon Active? } Two Pylon Active? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link activators Unit Count Equal To 2 Activates on Success activation list for bridge stage 2 Activates on Failure Three Pylon Active? } Three Pylon Active? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link activators Unit Count Equal To 3 Activates on Success activation list for bridge stage 3 Activates on Failure Four Pylon Active? } Four Pylon Active? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link activators Unit Count Equal To 4 Activates on Success activation list for bridge stage 4 } bridge walkable marker { (subj, monster_identifier) 10182 (02 cell post) } Bridge Inactive? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link bridge walkable marker Unit Count Less Than 1 Activates on Success activation list for bridge stage 4 Bridge Marker Visible } Bridge Marker Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link bridge walkable marker Visible Flag } Bridge Marker Invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link bridge walkable marker Invisible Flag }