units which can be hit by towers { Link good guys central teleported good guys central teleported enemies BL teleported good guys } -------- Good Guys { } good guys { Link starting berserks starting misc. units dwarves } dwarves { (subj, monster_identifier) 10028 (dwarf tfl) 10027 (dwarf tfl) 10029 (dwarf tfl) } starting berserks { (subj, monster_identifier) 10042 (berserk) 10030 (berserk) 10043 (berserk) 10035 (berserk) 10036 (berserk) 10033 (berserk) 10034 (berserk) 10037 (berserk) 10041 (berserk) 10032 (berserk) 10040 (berserk) 10031 (berserk) 10039 (berserk) 10038 (berserk) } starting misc. units { (subj, monster_identifier) 10048 (fir'bolg (flameless)) 10045 (fir'bolg (flameless)) 10047 (fir'bolg (flameless)) 10044 (journeyman) 10049 (fir'bolg (flameless)) 10046 (fir'bolg (flameless)) } central teleported good guys { (subj, monster_identifier) 10051 (berserk) 10053 (berserk) } BL teleported good guys { (subj, monster_identifier) 10208 (berserk) 10210 (fir'bolg (flameless)) } -------- Teleported Bad Guys { } central teleported enemies { (subj, monster_identifier) 10017 (myrmidon (coop)) 10018 (myrmidon (coop)) 10019 (myrmidon (coop)) 10020 (myrmidon (coop)) 10021 (myrmidon (coop)) 10023 (myrmidon (coop)) 10024 (myrmidon (coop)) 10025 (myrmidon (coop)) 10026 (myrmidon (coop)) 10194 (myrmidon (coop)) 10193 (myrmidon (coop)) 10211 (myrmidon (coop)) } BL teleported bad guys { (subj, monster_identifier) 10205 (myrmidon (coop)) 10206 (myrmidon (coop)) 10207 (myrmidon (coop)) 10209 (myrmidon (coop)) } -------- Spiders { } meandering spiders { (subj, monster_identifier) 10199 (spider) 10200 (spider) 10201 (spider) 10202 (spider) 10203 (spider) 10204 (spider) } -------- TL spiders { } top left ground spiders { (subj, monster_identifier) 10054 (spider) 10055 (spider) 10056 (spider) 10057 (spider) 10058 (spider) 10059 (spider) 10060 (spider) 10062 (spider) 10061 (spider) 10132 (spider) 10133 (spider) 10134 (spider) 10135 (spider) 10138 (spider) 10136 (spider) 10137 (spider) } top left dropping spiders { (subj, monster_identifier) 10085 (spider) 10086 (spider) 10087 (spider) 10088 (spider) 10089 (spider) 10090 (spider) 10185 (spider) } top left patrolling spiders { (subj, monster_identifier) 10166 (spider) 10167 (spider) 10168 (spider) 10169 (spider) 10170 (spider) 10171 (spider) } top left queen { (subj, monster_identifier) 10197 (spider (queen)) } -------- BL spiders { } bottom left ground spiders { (subj, monster_identifier) 10063 (spider) 10064 (spider) 10065 (spider) 10066 (spider) 10067 (spider) 10068 (spider) 10069 (spider) 10070 (spider) 10071 (spider) 10072 (spider) 10073 (spider) } bottom left ground spiders 2 { (subj, monster_identifier) 10074 (spider) 10075 (spider) 10076 (spider) 10077 (spider) 10078 (spider) 10079 (spider) 10080 (spider) 10081 (spider) 10082 (spider) 10083 (spider) 10084 (spider) } bottom left dropping spiders { (subj, monster_identifier) 10103 (spider) 10104 (spider) 10105 (spider) 10106 (spider) 10107 (spider) 10108 (spider) 10186 (spider) } bottom left patrolling spiders { (subj, monster_identifier) 10151 (spider) 10152 (spider) 10153 (spider) 10154 (spider) 10155 (spider) 10156 (spider) 10157 (spider) } bottom left queen { (subj, monster_identifier) 10196 (spider (queen)) } -------- TR spiders { } top right ground spiders { (subj, monster_identifier) 10121 (spider) 10122 (spider) 10123 (spider) 10124 (spider) 10125 (spider) 10126 (spider) 10127 (spider) 10128 (spider) 10129 (spider) 10130 (spider) 10131 (spider) 10191 (spider) 10190 (spider) 10192 (spider) 10188 (spider) 10189 (spider) } top right dropping spiders { (subj, monster_identifier) 10091 (spider) 10092 (spider) 10093 (spider) 10094 (spider) 10095 (spider) 10096 (spider) 10184 (spider) } top right patrolling spiders { (subj, monster_identifier) 10172 (spider) 10173 (spider) 10174 (spider) 10175 (spider) 10176 (spider) 10177 (spider) 10178 (spider) 10183 (spider) 10181 (spider) 10182 (spider) 10180 (spider) 10179 (spider) } top right queen { (subj, monster_identifier) 10198 (spider (queen)) } -------- BR spiders { } bottom right ground spiders { (subj, monster_identifier) 10109 (spider) 10110 (spider) 10111 (spider) 10112 (spider) 10113 (spider) 10114 (spider) 10115 (spider) 10116 (spider) 10117 (spider) 10118 (spider) 10119 (spider) 10120 (spider) } bottom right ground spiders 2 { (subj, monster_identifier) 10139 (spider) 10140 (spider) 10141 (spider) 10142 (spider) 10143 (spider) 10144 (spider) 10145 (spider) 10146 (spider) 10147 (spider) 10148 (spider) 10149 (spider) 10150 (spider) } bottom right dropping spiders { (subj, monster_identifier) 10097 (spider) 10098 (spider) 10099 (spider) 10100 (spider) 10101 (spider) 10102 (spider) 10187 (spider) } bottom right patrolling spiders { (subj, monster_identifier) 10158 (spider) 10159 (spider) 10160 (spider) 10161 (spider) 10162 (spider) 10163 (spider) } bottom right queen { (subj, monster_identifier) 10195 (spider (queen)) } -------- Tower Tests { } units are near top right tower [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success units are really close to top right tower few units near top right tower Activates on Failure turn off tower Object Test Radius 93.032, 86.825 Inhibitions units are near top left tower Inhibitions units are near bottom right tower Inhibitions units are near bottom left tower Radius About Centerpoint 11.001 } units are really close to top right tower [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success tower is going to shoot Activates on Failure turn on tower Object Test Radius 93.049, 86.848 Radius About Centerpoint 5.000 } tower is going to shoot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate tower about to strike start really buzzing shoot nearby guys } tower about to strike [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10076 (tain_tower_poly) New Permutation 6 Duration 0.50001 Permutation Only Flag } start really buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 1.00001 Duration 0.50001 Sound 10001 (amb lightning towers) } shoot nearby guys [Lightning] deactivates_on_trigger 0.00, 0.00 { Central Sound Source 10001 (amb lightning towers) Radius 5.000 Link units which can be hit by towers Projectile Tag tower lightning } turn on tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power up tower start warning buzzing } power up tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10076 (tain_tower_poly) New Permutation 5 Duration 2.00000 Permutation Only Flag } start warning buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.50001 Duration 2.00000 Sound 10001 (amb lightning towers) } turn off tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power down tower stop buzzing } power down tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10076 (tain_tower_poly) New Permutation 0 Duration 0.50001 Permutation Only Flag } stop buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.00001 Duration 0.50001 Sound 10001 (amb lightning towers) } units are near top left tower [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success units are really close to top left tower few units near top left tower Activates on Failure turn off tower Object Test Radius 138.956, 63.110 Inhibitions units are near top right tower Inhibitions units are near bottom right tower Inhibitions units are near bottom left tower Radius About Centerpoint 12.001 } units are really close to top left tower [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success tower is going to shoot Activates on Failure turn on tower Object Test Radius 138.985, 63.200 Radius About Centerpoint 6.000 } tower is going to shoot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate tower about to strike start really buzzing shoot nearby guys } tower about to strike [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10070 (tain_tower_poly) New Permutation 6 Duration 0.50001 Permutation Only Flag } start really buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 1.00001 Duration 0.50001 Sound 10002 (amb lightning towers) } shoot nearby guys [Lightning] deactivates_on_trigger 0.00, 0.00 { Central Sound Source 10002 (amb lightning towers) Radius 6.000 Link units which can be hit by towers Projectile Tag tower lightning } turn on tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power up tower start warning buzzing } power up tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10070 (tain_tower_poly) New Permutation 5 Duration 2.00000 Permutation Only Flag } start warning buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.50001 Duration 2.00000 Sound 10002 (amb lightning towers) } turn off tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power down tower stop buzzing } power down tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10070 (tain_tower_poly) New Permutation 0 Duration 0.50001 Permutation Only Flag } stop buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.00001 Duration 0.50001 Sound 10002 (amb lightning towers) } units are near bottom right tower [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success units are really close to bottom right tower few units near bottom right tower Activates on Failure turn off tower Object Test Radius 52.997, 154.952 Inhibitions units are near top right tower Inhibitions units are near top left tower Inhibitions units are near bottom left tower Radius About Centerpoint 13.001 } units are really close to bottom right tower [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success tower is going to shoot Activates on Failure turn on tower Object Test Radius 52.997, 154.952 Radius About Centerpoint 7.000 } tower is going to shoot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate tower about to strike start really buzzing shoot nearby guys } tower about to strike [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10080 (tain_tower_poly) New Permutation 6 Duration 0.50001 Permutation Only Flag } start really buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 1.00001 Duration 0.50001 Sound 10000 (amb lightning towers) } shoot nearby guys [Lightning] deactivates_on_trigger 0.00, 0.00 { Central Sound Source 10000 (amb lightning towers) Radius 7.000 Link units which can be hit by towers Projectile Tag tower lightning } turn on tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power up tower start warning buzzing } power up tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10080 (tain_tower_poly) New Permutation 5 Duration 2.00000 Permutation Only Flag } start warning buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.50001 Duration 2.00000 Sound 10000 (amb lightning towers) } turn off tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power down tower stop buzzing } power down tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10080 (tain_tower_poly) New Permutation 0 Duration 0.50001 Permutation Only Flag } stop buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.00001 Duration 0.50001 Sound 10000 (amb lightning towers) } units are near bottom left tower [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success units are really close to bottom left tower few units near bottom left tower Activates on Failure turn off tower Object Test Radius 115.204, 147.163 Inhibitions units are near top right tower Inhibitions units are near top left tower Inhibitions units are near bottom right tower Radius About Centerpoint 12.001 } units are really close to bottom left tower [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link units which can be hit by towers Unit Count Greater Than 0 Activates on Success tower is going to shoot Activates on Failure turn on tower Object Test Radius 115.129, 147.069 Radius About Centerpoint 6.000 } tower is going to shoot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate tower about to strike start really buzzing shoot nearby guys } tower about to strike [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10072 (tain_tower_poly) New Permutation 6 Duration 0.50001 Permutation Only Flag } start really buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 1.00001 Duration 0.50001 Sound 10003 (amb lightning towers) } shoot nearby guys [Lightning] deactivates_on_trigger 0.00, 0.00 { Central Sound Source 10003 (amb lightning towers) Radius 6.000 Link units which can be hit by towers Projectile Tag tower lightning } turn on tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power up tower start warning buzzing } power up tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10072 (tain_tower_poly) New Permutation 5 Duration 2.00000 Permutation Only Flag } start warning buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.50001 Duration 2.00000 Sound 10003 (amb lightning towers) } turn off tower [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power down tower stop buzzing } power down tower [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10072 (tain_tower_poly) New Permutation 0 Duration 0.50001 Permutation Only Flag } stop buzzing [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.00001 Duration 0.50001 Sound 10003 (amb lightning towers) } -------- Keys { } orb 1 { } orb 2 { } orb 3 { } orb 4 { } -------- Find Keys at Start { } find the keys [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate find orb 1 find orb 2 find orb 3 find orb 4 } find orb 1 [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type 19bk Circle Centerpoint 158.153, 28.583 Circle Radius 0.500 Results Action Identifier orb 1 Tested items Inside Field Name obje } find orb 2 [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type 19bk Circle Centerpoint 114.477, 38.145 Circle Radius 0.500 Results Action Identifier orb 2 Tested items Inside Field Name obje } find orb 3 [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type 19bk Circle Centerpoint 172.819, 117.600 Circle Radius 0.500 Results Action Identifier orb 3 Tested items Inside Field Name obje } find orb 4 [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type 19bk Circle Centerpoint 23.602, 112.002 Circle Radius 0.500 Results Action Identifier orb 4 Tested items Inside Field Name obje } -------- Gate Lock { } gate lock [Lock] deactivates_never 0.00, 0.00 { Keys orb 1 near gate orb 2 near gate orb 3 near gate orb 4 near gate Actions to Activate Actions to Deactivate (___0, action_identifier) No orbs near gate (___1, action_identifier) 1 orb near gate (___2, action_identifier) 2 orbs near gate (___3, action_identifier) 3 orbs near gate (___4, action_identifier) all 4 orbs near gate } -------- Gate Keys { } orb 1 near gate [Geometry Filter] deactivates_on_trigger 0.00, 0.00 { Link orb 1 Tested items Inside Field Name blam Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 } orb 2 near gate [Geometry Filter] deactivates_on_trigger 0.00, 0.00 { Link orb 2 Tested items Inside Field Name blam Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 } orb 3 near gate [Geometry Filter] deactivates_on_trigger 0.00, 0.00 { Link orb 3 Tested items Inside Field Name blam Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 } orb 4 near gate [Geometry Filter] deactivates_on_trigger 0.00, 0.00 { Link orb 4 Tested items Inside Field Name blam Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 } -------- Key Results { } No orbs near gate [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate gate permutation 0 make group invisible set gate volume to off } gate permutation 0 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10069 (tain_ExitGate_poly) New Permutation 0 Duration 1.00001 Permutation Only Flag } make group invisible [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10000 (cave 2 gate effect) Opacity 0.00001 } set gate volume to off [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.00001 Duration 1.00001 Sound 10004 (cave 2 gate) } 1 orb near gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate gate permutation 1 make group 25% visible set gate volume to 25% Whoa! } gate permutation 1 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10069 (tain_ExitGate_poly) New Permutation 1 Duration 1.00001 Permutation Only Flag } make group 25% visible [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10000 (cave 2 gate effect) Opacity 0.25000 } set gate volume to 25% [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.25000 Duration 1.00001 Sound 10004 (cave 2 gate) } Whoa! [Sound Action] activates_only_once deactivates_on_trigger 2.00, 2.00 { Sound Tag 316 whoa Link dwarf with key Override Flag } 2 orbs near gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate gate permutation 2 make group 50% visible set gate volume to 50% } gate permutation 2 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10069 (tain_ExitGate_poly) New Permutation 2 Duration 1.00001 Permutation Only Flag } make group 50% visible [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10000 (cave 2 gate effect) Opacity 0.50001 } set gate volume to 50% [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.50001 Duration 1.00001 Sound 10004 (cave 2 gate) } 3 orbs near gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate gate permutation 3 make group 75% visible set gate volume to 75% } gate permutation 3 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10069 (tain_ExitGate_poly) New Permutation 3 Duration 1.00001 Permutation Only Flag } make group 75% visible [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10000 (cave 2 gate effect) Opacity 0.75001 } set gate volume to 75% [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 0.75001 Duration 1.00001 Sound 10004 (cave 2 gate) } all 4 orbs near gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate gate permutation 4 units near gate make group 100% visible set gate volume to 100% } gate permutation 4 [Model Effect] deactivates_on_trigger 0.00, 0.00 { Model 10069 (tain_ExitGate_poly) New Permutation 4 Duration 1.00001 Permutation Only Flag } units near gate [Geometry Filter] deactivates_never 0.00, 0.00 { Link good guys central teleported good guys BL teleported good guys Tested items Inside Field Name subj Results Action Identifier teleport units out Activates on Success teleport units out someone has passed through the gate Circle Centerpoint 162.963, 77.045 Circle Radius 4.000 } teleport units out [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Tain Visibility Flag } make group 100% visible [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10000 (cave 2 gate effect) Opacity 1.00001 } set gate volume to 100% [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Volume 1.00001 Duration 1.00001 Sound 10004 (cave 2 gate) } -------- Bring in random battles { } units are near central myrmidon group [Test Unit] initially_active deactivates_never 4.00, 6.00 { Link good guys Unit Count Greater Than 0 Activates on Success bring in central battle Object Test Radius 92.737, 111.243 Radius About Centerpoint 18.000 Inhibitions bring in central battle } bring in central battle [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate central battle Chance of Activating 0.10000 } central battle [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bring in the battle make bad guys attack } bring in the battle [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link central teleported enemies central teleported good guys Visible Flag Tain Visibility Flag } make bad guys attack [Attack] deactivates_never 0.00, 0.00 { Link central teleported enemies Attack All Enemies Flag } units are near BL teleporting group [Test Unit] initially_active deactivates_never 4.00, 6.00 { Link good guys Unit Count Greater Than 0 Activates on Success bring in BL battle Object Test Radius 160.920, 128.256 Radius About Centerpoint 18.000 Inhibitions bring in BL battle } bring in BL battle [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate BL battle Chance of Activating 0.15000 } BL battle [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate bring in the battle make bad guys attack } bring in the battle [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link BL teleported bad guys BL teleported good guys Visible Flag Tain Visibility Flag } make bad guys attack [Attack] deactivates_never 0.00, 0.00 { Link BL teleported bad guys Attack All Enemies Flag } -------- Start good guys moving { } move good guys [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 100.251, 129.717 Link good guys } -------- SPIDERS { } start spiders moving [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate TL spiders are badly injured BL spiders are badly injured TR spiders are badly injured BR spiders are badly injured BL spider patrols BR spider patrols TL spider patrols TR spider patrols } -------- Top left cave spiders { } TL spiders are badly injured [Test Unit] deactivates_never 0.00, 0.00 { Link top left ground spiders top left queen Activates on Success spiders attack intruder Activates on Failure units are close to TL spiders Vitality Less Than 0.75001 } units are close to TL spiders [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link top left ground spiders Activates on Success spiders attack intruder Enemy Closer Than Radius 10.001 Activates on Failure wander around cave } spiders attack intruder [Attack] deactivates_on_trigger 0.00, 0.00 { Attack All Enemies Flag Link top left ground spiders top left queen } wander around cave [Wandering Movement] deactivates_on_trigger 5.00, 10.00 { Centerpoint 161.954, 32.444 Wander Radius 16.000 Link top left ground spiders } few units near top left tower [Test Unit] deactivates_on_trigger 1.00, 3.00 { Link good guys central teleported good guys Unit Count Less Than 3 Activates on Success drop top left spiders Object Test Radius 138.956, 63.110 Radius About Centerpoint 11.001 } drop top left spiders [Action List] deactivates_on_successful_execution 5.00, 7.00 { Actions to Activate drop top left spiders Chance of Activating 0.10000 } drop top left spiders [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link top left dropping spiders Visible Flag Use Monster Entrance Flag Activates on Success top left spiders attack intruder } top left spiders attack intruder [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link top left dropping spiders } TL spider patrols [Delay] deactivates_on_successful_execution 0.00, 0.00 { Results Action TL spider patrol Delay Time 40.00001 Link top left patrolling spiders Even Distribution Flag } TL spider patrol [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 145.317, 43.862 139.381, 51.536 138.741, 59.028 144.098, 54.588 Cycle Flag } -------- Bottom left cave spiders { } BL spiders are badly injured [Test Unit] deactivates_never 0.00, 0.00 { Link bottom left ground spiders bottom left ground spiders 2 bottom left queen Activates on Success spiders attack intruder Activates on Failure units are close to BL spiders Vitality Less Than 0.75001 } units are close to BL spiders [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link bottom left ground spiders bottom left ground spiders 2 Activates on Success spiders attack intruder Enemy Closer Than Radius 10.001 Activates on Failure wander around cave wander around cave 2 } spiders attack intruder [Attack] deactivates_on_trigger 0.00, 0.00 { Attack All Enemies Flag Link bottom left ground spiders bottom left ground spiders 2 bottom left queen } wander around cave [Wandering Movement] deactivates_on_trigger 5.00, 10.00 { Centerpoint 168.012, 119.350 Wander Radius 20.000 Link bottom left ground spiders } wander around cave 2 [Wandering Movement] deactivates_on_trigger 5.00, 10.00 { Centerpoint 146.508, 120.034 Wander Radius 20.000 Link bottom left ground spiders 2 } few units near bottom left tower [Test Unit] deactivates_on_trigger 1.00, 3.00 { Link good guys central teleported good guys Unit Count Less Than 3 Activates on Success drop bottom left spiders Object Test Radius 115.204, 147.163 Radius About Centerpoint 11.001 } drop bottom left spiders [Action List] deactivates_on_successful_execution 5.00, 7.00 { Actions to Activate drop bottom left spiders Chance of Activating 0.10000 } drop bottom left spiders [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link bottom left dropping spiders Visible Flag Use Monster Entrance Flag Activates on Success bottom left spiders attack intruder } bottom left spiders attack intruder [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link bottom left dropping spiders } BL spider patrols [Delay] deactivates_on_successful_execution 0.00, 0.00 { Results Action BL spider patrol Delay Time 80.00001 Link bottom left patrolling spiders Even Distribution Flag } BL spider patrol [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 138.891, 138.323 119.879, 152.860 124.292, 160.528 141.934, 141.481 Cycle Flag } -------- Top right cave spiders { } TR spiders are badly injured [Test Unit] deactivates_never 0.00, 0.00 { Link top right ground spiders top right queen Activates on Success spiders attack intruder Activates on Failure units are close to TR spiders Vitality Less Than 0.75001 } units are close to TR spiders [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link top right ground spiders Activates on Success spiders attack intruder Enemy Closer Than Radius 10.001 Activates on Failure wander around cave } spiders attack intruder [Attack] deactivates_on_trigger 0.00, 0.00 { Attack All Enemies Flag Link top right ground spiders top right queen } wander around cave [Wandering Movement] deactivates_on_trigger 5.00, 10.00 { Centerpoint 102.514, 38.911 Wander Radius 16.000 Link top right ground spiders } few units near top right tower [Test Unit] deactivates_on_trigger 1.00, 3.00 { Link good guys central teleported good guys Unit Count Less Than 3 Activates on Success drop top right spiders Object Test Radius 49.016, 70.987 Radius About Centerpoint 10.001 } drop top right spiders [Action List] deactivates_on_successful_execution 5.00, 7.00 { Actions to Activate drop top right spiders Chance of Activating 0.10000 } drop top right spiders [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link top right dropping spiders Visible Flag Use Monster Entrance Flag Activates on Success top right spiders attack intruder } top right spiders attack intruder [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link top right dropping spiders } TR spider patrols [Delay] deactivates_on_successful_execution 0.00, 0.00 { Results Action TR spider patrol Delay Time 110.00001 Link top right patrolling spiders Even Distribution Flag } TR spider patrol [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 93.286, 59.770 81.551, 66.376 91.723, 83.532 98.721, 69.555 Cycle Flag } -------- Bottom right cave spiders { } BR spiders are badly injured [Test Unit] deactivates_never 0.00, 0.00 { Link bottom right ground spiders bottom right ground spiders 2 bottom right queen Activates on Success spiders attack intruder Activates on Failure units are close to BR spiders Vitality Less Than 0.75001 } units are close to BR spiders [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link bottom right ground spiders bottom right ground spiders 2 Activates on Success spiders attack intruder Enemy Closer Than Radius 10.001 Activates on Failure wander around cave wander around cave 2 } spiders attack intruder [Attack] deactivates_on_trigger 0.00, 0.00 { Attack All Enemies Flag Link bottom right ground spiders bottom right ground spiders 2 bottom right queen } wander around cave [Wandering Movement] deactivates_on_trigger 5.00, 10.00 { Centerpoint 39.348, 111.305 Wander Radius 14.001 Link bottom right ground spiders } wander around cave 2 [Wandering Movement] deactivates_never 5.00, 10.00 { Centerpoint 28.952, 120.190 Wander Radius 14.001 Link bottom right ground spiders 2 } few units near bottom right tower [Test Unit] deactivates_on_trigger 1.00, 3.00 { Link good guys central teleported good guys Unit Count Less Than 3 Activates on Success drop bottom right spiders Object Test Radius 52.997, 154.952 Radius About Centerpoint 12.001 } drop bottom right spiders [Action List] deactivates_on_successful_execution 5.00, 7.00 { Actions to Activate drop bottom right spiders Chance of Activating 0.10000 } drop bottom right spiders [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link bottom right dropping spiders Visible Flag Use Monster Entrance Flag Activates on Success bottom right spiders attack intruder } bottom right spiders attack intruder [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link bottom right dropping spiders } BR spider patrols [Delay] deactivates_on_successful_execution 0.00, 0.00 { Results Action BR spider patrol Delay Time 45.00001 Link bottom right patrolling spiders Even Distribution Flag } BR spider patrol [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 23.266, 135.028 24.543, 150.985 50.221, 159.598 35.405, 147.797 Cycle Flag } -------- Meandering Spiders { } central spider meandering [Meander Action (wander aimlessly)] initially_active deactivates_never 0.00, 0.00 { Meander Points 89.270, 100.262 74.663, 112.280 87.616, 118.065 69.772, 131.571 80.395, 140.569 89.309, 129.569 103.104, 122.467 92.065, 122.295 101.088, 107.557 Link meandering spiders } -------- Throw Keys Into Gate { } dwarf with key { } dwarf within throwing distance of gate [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Link dwarves Tested items Inside Field Name subj Results Action Identifier dwarf with key Activates on Success clear user control flag throw the orb into the gate Circle Centerpoint 159.102, 77.143 Circle Radius 7.000 Holding Object 19bk } clear user control flag [Unit Control] deactivates_on_trigger 0.00, 0.00 { Received User Control Flag false Link dwarf with key } throw the orb into the gate [Attack] deactivates_on_trigger 0.00, 0.00 { Attack Ground Location 159.147, 77.141 Link dwarf with key Use Special Ability Flag } -------- Endgame Conditions { } someone has passed through the gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate light victory Actions to Deactivate all the dwarves are dead } light victory [Endgame Condition] only_initial_delay deactivates_on_trigger 10.00, 10.00 { Light Victory Flag } all the dwarves are dead [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link dwarves Activates on Success dark victory Unit Count Less Than 1 } dark victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } ------------------------------------------------------------------- -------- myth 2 Gate script (LOCK no work) { } Gate Orb Checks [Action List] initially_active deactivates_never 1.00, 1.00 { Actions to Activate last 4 orbs? } last 4 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 4 Activates On Execution last 3 orbs? } last 3 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 3 Activates On Execution last 2 orbs? } last 2 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 2 Activates On Execution last 1 orbs? } last 1 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 1 Activates On Execution Orb 1 near gate } Orb 1 near gate [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link orb 1 Tested items Inside Field Name subj Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 Activates On Execution Orb 2 near gate Activates on Success marker #1 visible Activates on Failure marker #1 invisible } marker #1 visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10213 (spider) Visible Flag } marker #1 invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10213 (spider) Invisible Flag } Orb 2 near gate [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link orb 2 Tested items Inside Field Name subj Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 Activates On Execution Orb 3 near gate Activates on Success marker #2 visible Activates on Failure marker #2 invisible } marker #2 visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10214 (spider) Visible Flag } marker #2 invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10214 (spider) Invisible Flag } Orb 3 near gate [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link orb 3 Tested items Inside Field Name subj Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 Activates On Execution Orb 4 near gate Activates on Success marker #3 visible Activates on Failure marker #3 invisible } marker #3 visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10215 (spider) Visible Flag } marker #3 invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10215 (spider) Invisible Flag } Orb 4 near gate [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link orb 4 Tested items Inside Field Name subj Circle Centerpoint 158.969, 77.001 Circle Radius 6.000 Activates On Execution 4 orbs? Activates on Success marker #4 visible Activates on Failure marker #4 invisible } marker #4 visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10216 (spider) Visible Flag } marker #4 invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10216 (spider) Invisible Flag } orb markers { (subj, monster_identifier) 10213 (spider) 10214 (spider) 10215 (spider) 10216 (spider) } 4 orbs? [Test Unit] deactivates_on_execution 1.00, 1.00 { Link orb markers Unit Count Equal To 4 Activates on Success all 4 orbs near gate Activates on Failure 3 orbs? Inhibitions last 4 orbs? } 3 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 3 Activates on Success 3 orbs near gate Activates on Failure 2 orbs? Inhibitions last 3 orbs? } 2 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 2 Activates on Success 2 orbs near gate Activates on Failure 1 orbs? Inhibitions last 2 orbs? } 1 orbs? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link orb markers Unit Count Equal To 1 Activates on Success 1 orb near gate Activates on Failure Gate Orb Checks Inhibitions last 1 orbs? }