----------- Player Troops { } player troops (targets) { (obje, monster_identifier) 10367 (dwarf tfl) 10366 (dwarf tfl) 10365 (dwarf tfl) 10364 (dwarf tfl) 10363 (dwarf tfl) 10362 (dwarf tfl) 10354 (fir'bolg (flameless)) 10355 (fir'bolg (flameless)) 10356 (fir'bolg (flameless)) 10357 (fir'bolg (flameless)) 10358 (fir'bolg (flameless)) 10359 (fir'bolg (flameless)) 10360 (fir'bolg (flameless)) 10361 (fir'bolg (flameless)) 10369 (warrior) 10370 (warrior) 10371 (warrior) 10372 (warrior) 10373 (warrior) 10374 (warrior) 10380 () 10379 (warrior) 10378 (warrior) 10377 (warrior) 10376 (warrior) 10375 (warrior) 10368 (journeyman) } player troops { Link player journeyman group player archer group player dwarf group 1 player dwarf group 2 player warrior group } player journeyman group { (subj, monster_identifier) 10368 (journeyman) } player archer group { (subj, monster_identifier) 10354 (fir'bolg (flameless)) 10355 (fir'bolg (flameless)) 10356 (fir'bolg (flameless)) 10357 (fir'bolg (flameless)) 10358 (fir'bolg (flameless)) 10359 (fir'bolg (flameless)) 10360 (fir'bolg (flameless)) 10361 (fir'bolg (flameless)) } player dwarf group 1 { (subj, monster_identifier) 10364 (dwarf tfl) 10363 (dwarf tfl) 10362 (dwarf tfl) } player dwarf group 2 { (subj, monster_identifier) 10367 (dwarf tfl) 10366 (dwarf tfl) 10365 (dwarf tfl) } player warrior group { (subj, monster_identifier) 10374 (warrior) 10373 (warrior) 10372 (warrior) 10371 (warrior) 10370 (warrior) 10369 (warrior) 10379 (warrior) 10378 (warrior) 10377 (warrior) 10376 (warrior) 10375 (warrior) Link warrior scout warrior captain } warrior scout { (subj, monster_identifier) 10421 (warrior) } warrior captain { (subj, monster_identifier) 10533 (warrior captain) } ----------- Light Reinforcements { } light reinforcements { Link reinforcement archers reinforcement journeymen reinforcement dwarves reinforcement warriors } reinforcement archers { (subj, monster_identifier) 10527 (fir'bolg (flameless)) 10528 (fir'bolg (flameless)) 10529 (fir'bolg (flameless)) 10530 (fir'bolg (flameless)) 10531 (fir'bolg (flameless)) 10532 (fir'bolg (flameless)) } reinforcement journeymen { (subj, monster_identifier) 10510 (journeyman) 10509 (journeyman) } reinforcement dwarves { (subj, monster_identifier) 10514 (dwarf tfl) 10513 (dwarf tfl) 10512 (dwarf tfl) 10511 (dwarf tfl) } reinforcement warriors { (subj, monster_identifier) 10526 (warrior) 10525 (warrior) 10524 (warrior) 10523 (warrior) 10522 (warrior) 10521 (warrior) 10520 (warrior) 10519 (warrior) 10518 (warrior) 10517 (warrior) 10516 (warrior) 10515 (warrior) } ----------- Dark Reinforcements { } dark reinforcements { Link south reinforcement thrall north reinforcement thrall } south reinforcement thrall { (subj, monster_identifier) 10449 (thrall) 10450 (thrall) 10451 (thrall) 10452 (thrall) 10453 (thrall) 10454 (thrall) 10455 (thrall) 10456 (thrall) 10457 (thrall) 10458 (thrall) 10459 (thrall) 10460 (thrall) 10461 (thrall) 10462 (thrall) 10463 (thrall) 10464 (thrall) 10465 (thrall) 10466 (thrall) 10467 (thrall) 10468 (thrall) 10469 (thrall) 10470 (thrall) 10471 (thrall) 10472 (thrall) 10473 (thrall) 10474 (thrall) 10475 (thrall) 10476 (thrall) 10477 (thrall) 10478 (thrall) } north reinforcement thrall { (subj, monster_identifier) 10479 (thrall) 10480 (thrall) 10481 (thrall) 10482 (thrall) 10483 (thrall) 10484 (thrall) 10485 (thrall) 10486 (thrall) 10487 (thrall) 10488 (thrall) 10489 (thrall) 10490 (thrall) 10491 (thrall) 10492 (thrall) 10493 (thrall) 10494 (thrall) 10495 (thrall) 10496 (thrall) 10497 (thrall) 10498 (thrall) 10499 (thrall) 10500 (thrall) 10501 (thrall) 10502 (thrall) 10503 (thrall) 10504 (thrall) 10505 (thrall) 10506 (thrall) 10507 (thrall) 10508 (thrall) } ----------- Warrior Scout Warning { } initial camera movement [Observer Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Destination 188.938, 79.448 Final Facing 250.45 Linear Interpolant Separation 0.399 Maximum Zoom } move scout warrior towards group [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 182.624, 69.409 Link warrior scout Activates on Success Sir! There are too many of them! We must retreat! } Sir! There are too many of them! We must retreat! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link warrior scout Activates on Success No! There is no retreating. We must hold our ground. Sound Tag 320 too many of them } No! There is no retreating. We must hold our ground. [Sound Action] only_initial_delay deactivates_on_trigger 3.00, 3.00 { Link warrior captain Sound Tag 320 no retreat } ----------- 1st Wave Troops { } 1st wave troops { Link south thrall north thrall } south thrall { (subj, monster_identifier) 10276 (thrall) 10277 (thrall) 10278 (thrall) 10281 (thrall) 10282 (thrall) 10283 (thrall) 10290 (thrall) 10293 (thrall) 10294 (thrall) 10295 (thrall) 10296 (thrall) 10297 (thrall) 10299 (thrall) 10301 (thrall) 10304 (thrall) 10305 (thrall) 10308 (thrall) 10311 (thrall) 10312 (thrall) 10313 (thrall) 10335 (thrall) 10336 (thrall) 10340 (thrall) 10342 (thrall) 10343 (thrall) 10345 (thrall) 10348 (thrall) 10349 (thrall) 10352 (thrall) 10353 (thrall) } north thrall { (subj, monster_identifier) 10314 (thrall) 10315 (thrall) 10316 (thrall) 10317 (thrall) 10318 (thrall) 10319 (thrall) 10320 (thrall) 10321 (thrall) 10322 (thrall) 10323 (thrall) 10324 (thrall) 10325 (thrall) 10326 (thrall) 10327 (thrall) 10328 (thrall) 10329 (thrall) 10330 (thrall) 10331 (thrall) 10332 (thrall) 10333 (thrall) 10334 (thrall) 10337 (thrall) 10338 (thrall) 10339 (thrall) 10341 (thrall) 10344 (thrall) 10346 (thrall) 10347 (thrall) 10350 (thrall) 10351 (thrall) } ----------- First Wave Actions { } 1st wave actions [Action List] initially_active deactivates_on_trigger 5.00, 10.00 { Actions to Activate 1st wave setup 1st wave troops eliminated } 1st wave setup [Action List] deactivates_on_trigger 20.00, 25.00 { Actions to Activate move troops through the pass } move troops through the pass [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate troops in front of berm move north thrall thru pass move south thrall thru pass Actions to Deactivate attack troops in front of berm } troops in front of berm [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link player troops light reinforcements Activates on Success attack troops in front of berm Polygon 207.022, 38.114 197.252, 67.045 188.655, 100.661 } move north thrall thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 187.079, 44.760 Link north thrall Activates on Success north thrall attack Formation Index 0 Deactivates On Success troops in front of berm } north thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link north thrall Attack All Enemies Flag } move south thrall thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 175.258, 85.731 Link south thrall Activates on Success south thrall attack Formation Index 0 Deactivates On Success troops in front of berm } south thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link south thrall Attack All Enemies Flag } attack troops in front of berm [Action List] deactivates_never 0.00, 0.00 { Actions to Deactivate troops in front of berm Actions to Activate find troops in front of berm } find troops in front of berm [Geometry Filter] deactivates_on_trigger 0.00, 0.00 { Link player troops light reinforcements Activates on Success attack troops Polygon Points 207.022, 38.114 197.252, 67.045 188.655, 100.661 Activates on Failure move troops through the pass Results Action Identifier attack troops Tested items Inside Field Name obje } attack troops [Attack] deactivates_on_trigger 0.00, 0.00 { Link north thrall south thrall } 1st wave troops eliminated [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link 1st wave troops Activates on Success 2nd wave actions Vitality Less Than 0.10000 } ----------- 2nd Wave Troops { } 2nd wave troops { Link north river wights south river wights south fetch north fetch } north river wights { (subj, monster_identifier) 10263 (wight) 10262 (wight) 10257 (wight) 10260 (wight) 10261 (wight) } south river wights { (subj, monster_identifier) 10252 (wight) 10255 (wight) 10254 (wight) 10256 (wight) 10253 (wight) } south fetch { (subj, monster_identifier) 10266 (fetch) } north fetch { (subj, monster_identifier) 10267 (fetch) } shore wights { (subj, monster_identifier) 10265 (wight) 10264 (wight) 10258 (wight) 10259 (wight) } north flanking thrall { (subj, monster_identifier) 10381 (thrall) 10382 (thrall) 10383 (thrall) 10384 (thrall) 10385 (thrall) 10386 (thrall) 10387 (thrall) 10388 (thrall) 10389 (thrall) 10390 (thrall) 10391 (thrall) 10392 (thrall) 10393 (thrall) 10394 (thrall) 10395 (thrall) 10396 (thrall) 10397 (thrall) 10398 (thrall) 10399 (thrall) 10400 (thrall) } south flanking thrall { (subj, monster_identifier) 10401 (thrall) 10402 (thrall) 10403 (thrall) 10404 (thrall) 10405 (thrall) 10406 (thrall) 10407 (thrall) 10408 (thrall) 10409 (thrall) 10410 (thrall) 10411 (thrall) 10412 (thrall) 10413 (thrall) 10414 (thrall) 10415 (thrall) 10416 (thrall) 10417 (thrall) 10418 (thrall) 10419 (thrall) 10420 (thrall) } ----------- 2nd Wave Actions { } 2nd wave actions [Action List] deactivates_on_trigger 10.00, 15.00 { Actions to Activate 2nd wave setup 2nd wave troops eliminated } 2nd wave setup [Action List] deactivates_on_trigger 20.00, 25.00 { Actions to Activate handle wight attack start the rain attack with flank thrall handle fetch attack } start the rain [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Switch Particle System State Target Multiplier 0.10000 } handle wight attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate attack w/ shore wights reveal north river wights north river wights attack reveal south river wights south river wights attack } attack w/ shore wights [Suicide (for wights)] deactivates_never 1.00, 2.00 { Link shore wights Initial Delay 40 } reveal north river wights [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link north river wights } north river wights attack [Attack] only_initial_delay deactivates_never 0.00, 20.00 { Link north river wights Attack All Enemies Flag } reveal south river wights [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link south river wights } south river wights attack [Attack] only_initial_delay deactivates_never 0.00, 20.00 { Link south river wights Attack All Enemies Flag } handle fetch attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate move south fetch to water move north fetch to water } move south fetch to water [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 210.260, 85.161 Link south fetch Activates on Success south fetch attack } south fetch attack [Attack] only_initial_delay deactivates_never 20.00, 30.00 { Link south fetch Attack All Enemies Flag } move north fetch to water [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 219.075, 59.514 Link north fetch Activates on Success north fetch attack } north fetch attack [Attack] only_initial_delay deactivates_never 20.00, 30.00 { Link north fetch Attack All Enemies Flag } attack with flank thrall [Action List] deactivates_on_trigger 20.00, 25.00 { Actions to Activate flank with south thrall flank with north thrall Random Selection Flag } flank with south thrall [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate reveal south thrall south thrall attack } reveal south thrall [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link south flanking thrall } south thrall attack [Melee (for Thrall, Myrmidons, etc.)] no_initial_delay deactivates_never 1.00, 2.00 { Link south flanking thrall Formation 0 } flank with north thrall [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate reveal north thrall north thrall attack } reveal north thrall [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link north flanking thrall } north thrall attack [Melee (for Thrall, Myrmidons, etc.)] no_initial_delay deactivates_never 1.00, 2.00 { Link north flanking thrall Formation 0 } 2nd wave troops eliminated [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link 2nd wave troops Activates on Success 3rd wave actions stop the rain Vitality Less Than 0.10000 } stop the rain [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Switch Particle System State } ----------- 3rd Wave Troops { } 3rd wave troops { Link left river thrall right river thrall left soulless group right soulless group } left river thrall { (subj, monster_identifier) 10191 (thrall) 10192 (thrall) 10193 (thrall) 10194 (thrall) 10195 (thrall) 10220 (thrall) 10218 (thrall) 10221 (thrall) 10219 (thrall) 10217 (thrall) 10225 (thrall) 10223 (thrall) 10226 (thrall) 10224 (thrall) 10222 (thrall) 10230 (thrall) 10228 (thrall) 10231 (thrall) 10229 (thrall) 10227 (thrall) } right river thrall { (subj, monster_identifier) 10250 (thrall) 10238 (thrall) 10251 (thrall) 10246 (thrall) 10236 (thrall) 10235 (thrall) 10233 (thrall) 10237 (thrall) 10234 (thrall) 10232 (thrall) 10242 (thrall) 10240 (thrall) 10243 (thrall) 10241 (thrall) 10239 (thrall) 10248 (thrall) 10245 (thrall) 10249 (thrall) 10247 (thrall) 10244 (thrall) } left soulless group { (subj, monster_identifier) 10201 (soulless) 10202 (soulless) 10203 (soulless) 10204 (soulless) 10213 (soulless) 10214 (soulless) 10215 (soulless) 10216 (soulless) } right soulless group { (subj, monster_identifier) 10205 (soulless) 10206 (soulless) 10207 (soulless) 10208 (soulless) 10209 (soulless) 10210 (soulless) 10211 (soulless) 10212 (soulless) } ----------- 3rd Wave Actions { } 3rd wave actions [Action List] deactivates_on_trigger 20.00, 30.00 { Actions to Activate 3rd wave setup should bring in light reinforcements should bring in dark reinforcements } 3rd wave setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate player is strongest to north put left thrall in river put right thrall in river start the rain } start the rain [Particle System Control] deactivates_on_trigger 80.00, 90.00 { Switch Particle System State Activates on Success first wave attack Target Multiplier 0.50001 } player is strongest to north [Test Unit] deactivates_on_trigger 20.00, 25.00 { Power Greater Than 0.50001 Link player troops Polygon 184.389, 56.327 197.317, 59.956 Activates on Failure player is strongest to south Activates on Success attack towards south } player is strongest to south [Test Unit] deactivates_on_trigger 0.00, 0.00 { Power Greater Than 0.50001 Link player troops Polygon 189.071, 77.626 176.901, 75.958 Activates on Success attack towards north Activates on Failure attack head on } attack towards north [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate swing left soulless north swing right soulless north } swing left soulless north [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 214.262, 43.456 Link left soulless group Final Facing 151.88 196.88 Formation Index 1 } swing right soulless north [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 216.389, 50.651 Link right soulless group Final Facing 168.40 Formation Index 1 } attack head on [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate advance left soulless advance right soulless } advance left soulless [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 216.956, 50.834 Link left soulless group Final Facing 151.88 Formation Index 1 } advance right soulless [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 201.292, 94.692 Link right soulless group Final Facing 221.84 Formation Index 1 } attack towards south [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate swing left soulless south swing right soulless south } swing left soulless south [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 203.000, 93.243 Link left soulless group Final Facing 226.76 Formation Index 1 } swing right soulless south [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 196.909, 98.360 Link right soulless group Final Facing 228.52 Formation Index 1 } put left thrall in river [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 213.532, 55.663 Link left river thrall } put right thrall in river [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 197.584, 97.450 Link right river thrall } ------------------------------------------------------------------- first wave attack [Action List] deactivates_on_trigger 10.00, 10.00 { Actions to Activate move troops through the pass soulless attack } soulless attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link left soulless group right soulless group Attack All Enemies Flag } move troops through the pass [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate troops in front of berm move left thrall thru pass move right thrall thru pass Actions to Deactivate attack troops in front of berm } troops in front of berm [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link player troops light reinforcements Activates on Success attack troops in front of berm Polygon 207.022, 38.114 197.252, 67.045 188.655, 100.661 } move left thrall thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 187.676, 45.598 Link left river thrall Activates on Success left thrall attack Formation Index 0 Deactivates On Success troops in front of berm } left thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link left river thrall Attack All Enemies Flag } move right thrall thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 175.143, 85.801 Link right river thrall Activates on Success right thrall attack Formation Index 0 Deactivates On Success troops in front of berm } right thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link right river thrall Attack All Enemies Flag } attack troops in front of berm [Action List] deactivates_never 0.00, 0.00 { Actions to Deactivate troops in front of berm Actions to Activate find troops in front of berm } find troops in front of berm [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link player troops light reinforcements Activates on Success attack troops Polygon Points 207.022, 38.114 197.252, 67.045 188.655, 100.661 Activates on Failure move troops through the pass Results Action Identifier attack troops Tested items Inside Field Name obje } attack troops [Attack] deactivates_on_trigger 0.00, 0.00 { Link left river thrall right river thrall } ----------- Reinforcement Conditions { } should bring in dark reinforcements [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link 3rd wave troops Activates on Success bring in dark reinforcements make dark reinforcements visible last dark wave has taken damage Vitality Less Than 0.25000 Inhibitions light victory dark victory } make dark reinforcements visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link dark reinforcements Visible Flag } last dark wave has taken damage [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link dark reinforcements Activates on Success dark units are still near the player Vitality Less Than 1.00001 } dark units are still near the player [Test Unit] flag 2.00, 2.00 { Link player troops light reinforcements Activates on Failure light victory Enemy Closer Than Radius 20.000 } bring in dark reinforcements [Action List] deactivates_on_trigger 5.00, 10.00 { Actions to Activate playing at total carnage move troops through the pass } playing at total carnage [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Activates on Success decrease the rain (total carnage) Difficulty Greater Than or Equal To 4 Activates on Failure playing at major damage } playing at major damage [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Activates on Success decrease the rain (major damage) Difficulty Greater Than or Equal To 3 Activates on Failure decrease the rain } decrease the rain (total carnage) [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Target Multiplier 0.40000 } decrease the rain (major damage) [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Target Multiplier 0.29999 } decrease the rain [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Target Multiplier 0.20000 } ------------------------------------------------------------------- move troops through the pass [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate troops in front of berm move north reinforcements thru pass move south reinforcements thru pass Actions to Deactivate attack troops in front of berm } troops in front of berm [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link player troops light reinforcements Activates on Success attack troops in front of berm Polygon 207.022, 38.114 197.252, 67.045 188.655, 100.661 } move north reinforcements thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 187.280, 45.465 Link north reinforcement thrall Activates on Success north thrall attack Formation Index 0 Deactivates On Success troops in front of berm } north thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link north reinforcement thrall Attack All Enemies Flag } move south reinforcements thru pass [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 176.297, 85.756 Link south reinforcement thrall Activates on Success south thrall attack Formation Index 0 Deactivates On Success troops in front of berm } south thrall attack [Attack] no_initial_delay deactivates_never 0.50, 1.00 { Link south reinforcement thrall Attack All Enemies Flag } attack troops in front of berm [Action List] deactivates_never 0.00, 0.00 { Actions to Deactivate troops in front of berm Actions to Activate find troops in front of berm } find troops in front of berm [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link player troops light reinforcements Activates on Success attack troops Polygon Points 207.022, 38.114 197.252, 67.045 188.655, 100.661 Activates on Failure move troops through the pass Results Action Identifier attack troops Tested items Inside Field Name obje } attack troops [Attack] deactivates_on_trigger 0.00, 0.00 { Link south reinforcement thrall north reinforcement thrall } ------------------------------------------------------------------- should bring in light reinforcements [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link player troops Activates on Success bring in light reinforcements Vitality Less Than 0.29999 Inhibitions light victory dark victory } bring in light reinforcements [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate make light reinforcements visible move towards embankment } make light reinforcements visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link light reinforcements Visible Flag Reinforcements Alert } Reinforcements! At last! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 320 reinforcements Link player troops Override Flag } reinforcements attack [Attack] deactivates_on_trigger 0.00, 0.00 { Link light reinforcements Attack All Enemies Flag } move towards embankment [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 173.975, 66.627 Link light reinforcements } ----------- Victory Conditions { } player troops eliminated [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link player troops light reinforcements Activates on Success dark victory } player troops fled [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link player troops light reinforcements Activates on Success player fled actions Polygon 204.104, 55.547 197.098, 44.784 175.092, 44.038 163.823, 73.047 174.924, 86.956 192.346, 89.487 Closed Polygon Flag } player fled actions [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate dark victory take away unit control player flees } We're done for! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 320 were done for Link player warrior group reinforcement warriors Override Flag } take away unit control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link player troops light reinforcements Received User Control Flag false Ignores User Control Flag true } player flees [General Action] deactivates_never 0.00, 0.00 { Command Type 2 Link player troops light reinforcements } dark victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } light victory [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate light victory stop the rain } light victory [Endgame Condition] deactivates_on_trigger 5.00, 8.00 { Light Victory Flag } stop the rain [Particle System Control] deactivates_on_trigger 0.00, 0.00 { Switch Particle System State }