Difficulty Level 0? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 0 } Difficulty Level 1? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 1 } Difficulty Level 2? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 2 } Difficulty Level 3? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 3 } Difficulty Level 4? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 4 } ------------------------------------------------------------------- LIGHT FORCES { Link Pathfinder Dwarf Main Light Troops } Pathfinder Dwarf { (subj, monster_identifier) 10281 (dwarf pathfinder) } Main Light Troops { Link Regular Dwarves Archers Warriors Reinforcements } Regular Dwarves { (subj, monster_identifier) 10012 (dwarf) 10013 (dwarf) } Archers { (subj, monster_identifier) 10000 (bowman) 10001 (bowman) 10002 (bowman) 10003 (bowman) } Warriors { (subj, monster_identifier) 10010 (warrior) 10011 (warrior) 10133 (warrior) 10134 (warrior) 10006 (warrior) 10007 (warrior) 10137 (warrior) 10138 (warrior) 10131 (warrior) 10132 (warrior) 10125 (warrior) 10126 (warrior) } ------------------------------------------------------------------- --Drawbridge Actions { } ------------------------------------------------------------------- Light Forces approaching bridge [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Main Light Troops Polygon 73.567, 79.667 66.680, 81.008 66.157, 99.167 72.881, 99.571 Closed Polygon Flag Activates on Success Light Forces approaching bridge actions } Drawbridge Guards Damaged? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Light Forces approaching bridge actions Vitality Less Than 1.00001 Monsters 10099 (brigand) 10100 (brigand) } Light Forces approaching bridge actions [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Drawbridge Guards Damaged? Light Forces approaching bridge Actions to Activate Gather Bridge Defenses Raise Drawbridge Set Drawbridge Raised Marker Watch Drawbridge? } Watch Drawbridge [Observer Movement] deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Destination 80.836, 80.502 Final Facing 227.92 Linear Interpolant Separation 0.799 Maximum Time Before Cutting 3.00000 Don't Return User Control Flag } Make Pathfinder Available [Action List] deactivates_on_trigger 15.00, 15.00 { Actions to Activate Set Pathfinder Visibility Pathfinder Dead Before Winch Destroyed? Outer Portcullis Guards Attack Pathfinder? Move Pathfinder Winch Destroyed? Final Portcullis Forces Attack (Proximity)? Dock Sentries Attack? Move Light Forces Back From Drawbridge Look At Pathfinder Move Light Forces Back From Drawbridge Mission, Use Pathfinder Dwarf Dock Sentries Attack? } Set Pathfinder Visibility [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Pathfinder Dwarf Visible Flag true Magic Visibility Flag true Activates On Execution Inner Forces Attack (Proximity)? Dwarf Near Outer Portcullis? } Move Pathfinder [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 173.456, 89.971 Link Pathfinder Dwarf } Look At Pathfinder [Observer Movement] deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Linear Interpolant Separation 2.001 Angular Interpolant Separation Destination 161.008, 108.116 Final Facing 313.24 } ------------------------------------------------------------------- Winch { (subj, monster_identifier) 10259 (winch monster) } Winch Destroyed? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Winch Unit Count Equal To 0 Activates on Success Lower Drawbridge Join With Final Portcullis Guards Left Mission, Get Into Keep Thrall Ambush (Difficulty = 4)? Inner Forces Attack Outer Light Forces Deactivate Dock Sentries Raise Final Portcullis? Deactivate Talking Brigands Deactivates On Success Outer Portcullis Guards Attack Pathfinder? Pathfinder Dead Before Winch Destroyed? Dock Sentries Attack Dock Sentries Attack? Inner Forces Attack (Proximity)? Inner Forces Attack (Damaged)? Dwarf Near Outer Portcullis? } ------------------------------------------------------------------- Lower Drawbridge [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Lower Drawbridge Model } Lower Drawbridge Model [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10005 (drawbridge) Start Backward Flag } ------------------------------------------------------------------- Raise Drawbridge [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link Inner Forces LIGHT FORCES Activates on Success Raise Drawbridge Model Wall Archers Taunt Polygon 67.020, 66.040 66.133, 77.024 73.526, 77.293 72.987, 66.040 Closed Polygon Flag } Raise Drawbridge Model [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10005 (drawbridge) Start Forward Flag } ------------------------------------------------------------------- --Outer Portcullis Actions { } ------------------------------------------------------------------- Dock Sentries { Link Dock Sentries Dock To Castle Dock Sentries Castle To Dock } Dock Sentries Dock To Castle { (subj, monster_identifier) 10257 (brigand) 10258 (brigand) 10337 (brigand) } Dock Sentries Castle To Dock { (subj, monster_identifier) 10255 (brigand) 10256 (brigand) 10336 (brigand) } ------------------------------------------------------------------- Set Up Dock Sentries [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate To Docks and Back To Castle and Back Dock Sentries Attack? } ------------------------------------------------------------------- Lower Outer Portcullis [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Lower Outer Portcullis Animation Raise Portcullis? Actions to Deactivate Lower Portcullis? (No Villagers) Really Lower Portcullis? (No Dark Forces) } Lower Outer Portcullis Animation [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10003 (castle portcullis) Start Backward Flag } ------------------------------------------------------------------- Raise Outer Portcullis [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Raise Outer Portcullis Animation Actions to Deactivate Lower Portcullis? (No Villagers) Really Lower Portcullis? (No Dark Forces) Raise Portcullis? } Raise Outer Portcullis Animation [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10003 (castle portcullis) Start Forward Flag Activates On Execution Lower Portcullis? (No Villagers) } ------------------------------------------------------------------- To Docks and Back [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 113.333, 49.088 139.413, 37.184 156.163, 37.450 185.475, 89.899 Link Dock Sentries Castle To Dock Back and Forth Flag Formation Index 0 } To Castle and Back [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 185.208, 89.805 155.543, 36.868 140.772, 36.540 112.004, 47.251 Link Dock Sentries Dock To Castle Back and Forth Flag Formation Index 0 } ------------------------------------------------------------------- Raise Portcullis? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Dock Sentries Polygon 141.883, 34.792 141.641, 39.002 154.141, 39.723 154.129, 32.997 Closed Polygon Flag Activates on Success Raise Outer Portcullis } Lower Portcullis? (No Villagers) [Test Unit] only_initial_delay deactivates_on_successful_execution 5.00, 5.00 { Unit Count Less Than 1 Link Dock Sentries Polygon 139.604, 34.108 138.702, 40.018 156.381, 41.104 156.627, 32.176 Closed Polygon Flag Activates on Success Really Lower Portcullis? (No Dark Forces) } Really Lower Portcullis? (No Dark Forces) [Test Unit] only_initial_delay deactivates_on_execution 1.00, 1.00 { Unit Count Less Than 1 Link Dark Forces For Portcullis Check Pathfinder Dwarf Polygon 144.208, 34.506 144.313, 39.331 150.856, 39.417 150.424, 34.362 Closed Polygon Flag Activates on Success Lower Outer Portcullis Activates on Failure Lower Portcullis? (No Villagers) } ------------------------------------------------------------------- --Endgame Tests { } ------------------------------------------------------------------- Light Units Dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES Unit Count Less Than 1 Activates on Success Dark Victory } Pathfinder Dead Before Winch Destroyed? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Pathfinder Dwarf Unit Count Less Than 1 Activates on Success Winch Not Destroyed? } Winch Not Destroyed? [Test Unit] deactivates_on_execution 5.00, 5.00 { Link Winch Unit Count Greater Than 0 Activates on Success Dark Victory } Dark Victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } ------------------------------------------------------------------- Light Forces Past Final Portcullis? [Geometry Filter] deactivates_never 0.00, 0.00 { Link LIGHT FORCES Polygon Points 102.952, 20.116 103.704, 28.036 108.198, 28.010 108.965, 20.282 Tested items Inside Field Name subj Polygon Closed Flag Results Action Identifier Light Forces Past Final Portcullis Activates on Success Remove Player Control } Light Forces Past Final Portcullis { } Remove Player Control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Light Forces Past Final Portcullis Received User Control Flag false Ignores User Control Flag true Activates On Execution Enter Castle } Enter Castle [Rout] deactivates_on_trigger 0.00, 0.00 { Destinations 105.997, 15.067 Link Light Forces Past Final Portcullis Activates On Execution Light Forces Inside Castle? } ------------------------------------------------------------------- Light Forces Inside Castle? [Geometry Filter] deactivates_never 0.00, 0.00 { Link LIGHT FORCES Polygon Points 102.061, 14.215 102.067, 17.540 109.891, 17.508 109.862, 14.348 Tested items Inside Field Name subj Polygon Closed Flag Results Action Identifier Light Forces In Castle Activates on Success Delete Successful Light Forces Deactivates On Success Light Units Dead? } Light Forces In Castle { } Delete Successful Light Forces [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Light Forces In Castle Invisible Flag true Activates on Success Light Forces All In Keep? } ------------------------------------------------------------------- Dark Forces In Castle { Link Stygian Knights Tower Guards Inner Sentries Final Portcullis Guards Archers On Wall Inner Forces Thrall Ambush } All Dark Forces In Castle Dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Light Victory Deactivates On Success Light Units Dead? Link Dark Forces In Castle Unit Count Equal To 0 } ------------------------------------------------------------------- Light Forces All In Keep? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link LIGHT FORCES Activates on Success Light Victory } Light Victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag } ------------------------------------------------------------------- --Town Gate Forces { } ------------------------------------------------------------------- Town Gate Forces { Link Town Gate Archers Town Gate Melee } Town Gate Archers { Link Town Gate Left Archers Town Gate Right Archers } Town Gate Left Archers { (subj, monster_identifier) 10142 (bowman (dark)) 10141 (bowman (dark)) 10074 (bowman (dark)) 10073 (bowman (dark)) } Town Gate Right Archers { (subj, monster_identifier) 10078 (bowman (dark)) 10077 (bowman (dark)) 10076 (bowman (dark)) 10075 (bowman (dark)) } Town Gate Melee { Link Town Gate Left Flank Town Gate Right Flank Town Gate Center Flank } Town Gate Left Flank { (subj, monster_identifier) 10056 (thrall) 10055 (thrall) 10054 (thrall) 10061 (thrall) 10060 (thrall) 10059 (thrall) } Town Gate Center Flank { (subj, monster_identifier) 10150 (thrall) 10151 (thrall) 10152 (thrall) 10153 (thrall) 10144 (thrall) 10145 (thrall) 10146 (thrall) 10147 (thrall) } Town Gate Right Flank { (subj, monster_identifier) 10066 (thrall) 10065 (thrall) 10064 (thrall) 10071 (thrall) 10070 (thrall) 10069 (thrall) } ------------------------------------------------------------------- Light Forces Approaching Town Gate? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Main Light Troops Unit Count Greater Than 0 Polygon 47.272, 138.514 55.879, 151.116 76.293, 149.622 82.877, 138.430 Activates on Success Town Gate Archers Into Position Town Gate Flanks Into Position Town Gate Archers Final Attack (Damaged Thrall)? Outer Patrols Final Attack Town Gate Archers Final Attack (Damaged)? } Town Gate Archers Into Position [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Town Gate Left Archers Into Position Town Gate Right Archers Into Position Town Gate Archer Targets? Actions to Deactivate Town Gate Archers Attack Town Gate Archers Random Flaming Target } Town Gate Left Archers Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.805, 118.993 Link Town Gate Left Archers Final Facing 71.02 Formation Index 1 } Town Gate Right Archers Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 70.631, 118.313 Link Town Gate Right Archers Final Facing 107.93 Formation Index 1 } Town Gate Flanks Into Position [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Town Gate Left Flank Into Position Town Gate Center Flank Into Position Town Gate Right Flank Into Position Town Gate Melee Targets? Actions to Deactivate Town Gate Center Flank Attack Nearby Units Town Gate Left Flank Attack Nearby Units Town Gate Right Flank Attack Nearby Units } Town Gate Left Flank Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 56.155, 119.670 Link Town Gate Left Flank Formation Index 0 Final Facing 48.52 } Town Gate Center Flank Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 65.254, 121.534 Link Town Gate Center Flank Formation Index 0 Final Facing 83.31 92.81 } Town Gate Right Flank Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 75.838, 118.944 Link Town Gate Right Flank Formation Index 0 Final Facing 144.14 } ------------------------------------------------------------------- Town Gate Archer Targets? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Which Town Gate Archer Targets? } Which Town Gate Archer Targets? [Geometry Filter] no_initial_delay flag 4.00, 4.00 { Link LIGHT FORCES Polygon Points 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Tested items Inside Field Name obje Polygon Closed Flag Results Action Identifier Town Gate Archer Targets Activates on Success Town Gate Archers Attack Activates on Failure Town Gate Archers Into Position } Town Gate Archer Targets { } Town Gate Archers Attack [Attack] no_initial_delay deactivates_on_trigger 4.00, 4.00 { Link Town Gate Archers Link Town Gate Archer Targets Activates On Activation Town Gate Archers Random Flaming Target } ------------------------------------------------------------------- Town Gate Melee Targets? [Test Unit] deactivates_on_successful_execution 1.00, 1.00 { Link LIGHT FORCES Polygon 35.522, 136.961 61.145, 137.913 69.973, 137.920 95.922, 136.700 94.946, 77.200 36.098, 76.077 Activates on Success Town Gate Left Flank Attack Nearby Units Town Gate Center Flank Attack Nearby Units Town Gate Right Flank Attack Nearby Units Town Gate Melee Targets Still Close? Unit Count Greater Than 0 Activates On Activation Town Gate Melee Damaged? Deactivates on Deactivation Town Gate Melee Damaged? Closed Polygon Flag } Town Gate Melee Damaged? [Test Unit] deactivates_on_successful_execution 1.00, 1.00 { Link Town Gate Melee Activates on Success Town Gate Left Flank Attack Nearby Units Town Gate Center Flank Attack Nearby Units Town Gate Right Flank Attack Nearby Units Change in vitality 0.03000 Deactivates On Success Town Gate Melee Targets? } Town Gate Melee Targets Still Close? [Test Unit] flag 8.00, 8.00 { Link LIGHT FORCES Polygon 35.522, 136.961 61.145, 137.913 69.973, 137.920 95.922, 136.700 94.946, 77.200 36.098, 76.077 Activates on Failure Town Gate Melee Healthy? Unit Count Greater Than 0 Closed Polygon Flag } Town Gate Melee Healthy? [Test Unit] only_initial_delay deactivates_on_execution 8.00, 8.00 { Link Town Gate Melee Activates on Success Town Gate Flanks Into Position Vitality Greater Than 0.85000 } Town Gate Left Flank Attack Nearby Units [Melee (for Thrall, Myrmidons, etc.)] no_initial_delay deactivates_never 3.00, 3.00 { Link Town Gate Left Flank Power Over Distance Threshhold 2.001 Formation 1 } Town Gate Center Flank Attack Nearby Units [Melee (for Thrall, Myrmidons, etc.)] no_initial_delay deactivates_never 3.00, 3.00 { Link Town Gate Center Flank Power Over Distance Threshhold 2.001 Formation 1 } Town Gate Right Flank Attack Nearby Units [Melee (for Thrall, Myrmidons, etc.)] no_initial_delay deactivates_never 3.00, 3.00 { Link Town Gate Right Flank Power Over Distance Threshhold 2.001 Formation 1 } ------------------------------------------------------------------- Inner Forces { Link Inner Left Flank Inner Right Flank } Inner Left Flank { (subj, monster_identifier) 10080 (brigand) 10081 (brigand) 10079 (brigand) 10087 (brigand) 10084 (brigand) 10088 (brigand) 10083 (brigand) 10086 (brigand) 10082 (brigand) 10085 (brigand) 10100 (brigand) } Inner Right Flank { (subj, monster_identifier) 10093 (brigand) 10089 (brigand) 10098 (brigand) 10091 (brigand) 10092 (brigand) 10090 (brigand) 10096 (brigand) 10095 (brigand) 10094 (brigand) 10097 (brigand) 10099 (brigand) } Gather Bridge Defenses [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Move Inner Left Flank Into Position Move Inner Right Flank Into Position Archers To Front Front Wall Archer Targets? Back Wall Archer Targets? } Move Inner Left Flank Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.643, 49.889 Link Inner Left Flank Final Facing 48.52 Formation Index 0 } Move Inner Right Flank Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 78.639, 48.413 Link Inner Right Flank Final Facing 125.16 Formation Index 0 } ------------------------------------------------------------------- Inner Forces Attack (Proximity)? [Test Unit] deactivates_on_successful_execution 0.00, 2.00 { Activates on Success Inner Forces Attack Dwarf Ignore Invisible Units Flag Activates On Activation Inner Forces Attack (Damaged)? Enemy Closer Than Radius 15.001 Link Inner Forces Enemy List 10281 (dwarf pathfinder) } Inner Forces Attack (Damaged)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Inner Forces Activates on Success Inner Forces Attack Dwarf Change in vitality 0.01000 } Inner Forces Attack Dwarf [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Inner Forces Deactivates On Activation Inner Forces Attack (Damaged)? Inner Forces Attack (Proximity)? Targets 10281 (dwarf pathfinder) } Inner Forces Attack Outer Light Forces [Attack] no_initial_delay flag 4.00, 7.00 { Link Inner Forces Outer Light Forces Obje Activates on Failure Inner Forces Attack All } Inner Forces Attack All [Attack] no_initial_delay deactivates_never 4.00, 7.00 { Link Inner Forces Attack All Enemies Flag } ------------------------------------------------------------------- --Final Portcullis Actions { } ------------------------------------------------------------------- Final Portcullis Guards { Link Final Portcullis Guards Right Pointer Final Portcullis Guards Left Pointer } Final Portcullis Guards Right { (subj, monster_identifier) 10047 (brigand) 10046 (brigand) 10045 (brigand) 10048 (brigand) } Final Portcullis Guards Left { (subj, monster_identifier) 10049 (brigand) 10050 (brigand) 10051 (brigand) 10052 (brigand) } ------------------------------------------------------------------- Raise Final Portcullis? [Test Unit] deactivates_on_successful_execution 0.00, 2.00 { Unit Count Less Than 1 Link Final Portcullis Guards Activates on Success Stygian Knights Appear? } Stygian Knights Appear? [Test Unit] activates_only_once, only_initial_delay deactivates_on_successful_execution 8.00, 8.00 { Link LIGHT FORCES Activates on Success Stygian Knights Appear Raise Final Portcullis Inner Sentries Attack All All Dark Forces In Castle Dead? Light Forces Past Final Portcullis? Unit Count Greater Than 0 Object Test Radius 106.042, 25.129 105.768, 40.311 } Raise Final Portcullis [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Raise Final Portcullis Model } Raise Final Portcullis Model [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10004 (keep door) Start Forward Flag } ------------------------------------------------------------------- Final Portcullis Guards Into Position [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Final Portcullis Left Guards Into Position Final Portcullis Right Guards Into Position } Final Portcullis Left Guards Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 100.444, 31.096 Link Final Portcullis Guards Left Pointer Formation Index 4 Final Facing 91.05 } Final Portcullis Right Guards Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 111.311, 30.079 Link Final Portcullis Guards Right Pointer Formation Index 4 Final Facing 91.05 } ------------------------------------------------------------------- Final Portcullis Forces Attack (Proximity)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Polygon 83.032, 30.290 90.897, 44.430 118.497, 44.350 128.965, 29.198 Link LIGHT FORCES Unit Count Greater Than 0 Activates on Success Final Portcullis Forces Attack Final Portcullis Forces Retreat (Proximity)? Ignore Invisible Units Flag Activates On Activation Final Portcullis Forces Attack (Damaged)? Deactivates on Deactivation Final Portcullis Forces Attack (Damaged)? } Final Portcullis Forces Attack (Damaged)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Final Portcullis Guards Activates on Success Final Portcullis Forces Attack Final Portcullis Forces Retreat (Proximity)? Deactivates On Success Final Portcullis Forces Attack (Proximity)? Change in vitality 0.00998 } Final Portcullis Forces Attack [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Link Final Portcullis Guards Attack All Enemies Flag } Final Portcullis Forces Retreat (Proximity)? [Test Unit] only_initial_delay deactivates_on_successful_execution 5.00, 5.00 { Polygon 79.084, 30.243 93.442, 50.309 121.452, 51.004 133.967, 29.161 Link LIGHT FORCES Activates on Success Final Portcullis Forces Really Retreat (Damage)? Unit Count Less Than 1 } Final Portcullis Forces Really Retreat (Damage)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Final Portcullis Guards Activates on Success Final Portcullis Guards Into Position Final Portcullis Forces Attack (Proximity)? Deactivates On Success Final Portcullis Forces Attack Vitality Greater Than 0.70000 } ------------------------------------------------------------------- --Reinforcement Scripts { } ------------------------------------------------------------------- Reinforcements { Link Reinforcement Dwarves Reinforcement Warriors Reinforcement Archers } Reinforcement Archers { (subj, monster_identifier) 10185 (bowman) 10186 (bowman) 10187 (bowman) } Reinforcement Warriors { (subj, monster_identifier) 10177 (warrior) 10183 (warrior) 10184 (warrior) 10175 (warrior) 10179 (warrior) 10176 (warrior) 10170 (warrior) 10182 (warrior) } Reinforcement Dwarves { (subj, monster_identifier) 10189 (dwarf) } ------------------------------------------------------------------- Thrall Ambush { Link Left Thrall Ambush Right Thrall Ambush } Left Thrall Ambush { (subj, monster_identifier) 10113 (thrall) 10115 (thrall) 10110 (thrall) 10111 (thrall) 10116 (thrall) 10112 (thrall) 10114 (thrall) 10109 (thrall) } Thrall Ambush Squad Left [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 49.626, 103.538 Facing Formation 0 Link Left Thrall Ambush } Right Thrall Ambush { (subj, monster_identifier) 10104 (thrall) 10107 (thrall) 10105 (thrall) 10108 (thrall) 10102 (thrall) 10103 (thrall) 10101 (thrall) 10106 (thrall) } Thrall Ambush Squad Right [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 88.762, 103.993 Facing Formation 0 Link Right Thrall Ambush } ------------------------------------------------------------------- Thrall Ambush (Difficulty = 4)? [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success Thrall Ambush? Difficulty Equal To 4 } Thrall Ambush? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Polygon 67.106, 67.956 72.997, 67.823 Link Main Light Troops Unit Count Greater Than 5 Activates on Success Thrall Ambush Appear } Thrall Ambush Appear [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Left Thrall Ambush Right Thrall Ambush Visible Flag true Activates on Success Thrall Ambush Left Platoon Thrall Ambush Right Platoon Thrall Ambush Left Over Bridge? Thrall Ambush Right Over Bridge? Use Monster Entrance Flag } Thrall Ambush Left Platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Thrall Ambush Left Move Initial Squads Thrall Ambush Squad Left Centerpoint 49.897, 103.506 Facing 349.45 } Thrall Ambush Left Move [Platoon Movement] deactivates_never 0.00, 0.00 { Waypoints 69.350, 101.292 70.188, 81.235 70.106, 56.969 Waypoint Radii Radii 14.001 15.001 } Thrall Ambush Right Platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Thrall Ambush Right Move Initial Squads Thrall Ambush Squad Right Centerpoint 88.938, 103.788 Facing 202.15 } Thrall Ambush Right Move [Platoon Movement] deactivates_never 0.00, 0.00 { Waypoints 69.350, 101.292 70.188, 81.235 69.780, 63.180 Waypoint Radii Radii 14.001 15.001 } Thrall Ambush Left Over Bridge? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link Left Thrall Ambush Polygon 72.991, 68.422 67.159, 68.459 Activates on Success Thrall Ambush Left Attack } Thrall Ambush Left Attack [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Attack All Enemies Flag Link Left Thrall Ambush } Thrall Ambush Right Over Bridge? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Link Right Thrall Ambush Polygon 72.991, 68.422 67.159, 68.459 Activates on Success Thrall Ambush Right Attack } Thrall Ambush Right Attack [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Attack All Enemies Flag Link Right Thrall Ambush } ------------------------------------------------------------------- Outer Portcullis Guards { Link Outer Portcullis Outside Guards Outer Portcullis Inside Guards } Outer Portcullis Outside Guards { Link Outer Portcullis Outside Guards Right Outer Portcullis Outside Guards Left } Outer Portcullis Outside Guards Right { (subj, monster_identifier) 10122 (brigand) 10121 (brigand) } Outer Portcullis Outside Guards Left { (subj, monster_identifier) 10123 (brigand) 10124 (brigand) } Outer Portcullis Inside Guards { Link Outer Portcullis Inside Guards Left Outer Portcullis Inside Guards Right } Outer Portcullis Inside Guards Left { (subj, monster_identifier) 10120 (brigand) 10119 (brigand) } Outer Portcullis Inside Guards Right { (subj, monster_identifier) 10117 (brigand) 10118 (brigand) } ------------------------------------------------------------------- Outer Portcullis Guards Attack Pathfinder? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Enemy Closer Than Radius 20.000 Link Outer Portcullis Guards Activates on Success Outer Portcullis Guards Attack Pathfinder Deactivate Talking Brigands Ignore Invisible Units Flag } Outer Portcullis Guards Attack Pathfinder [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Outer Portcullis Guards Targets 10281 (dwarf pathfinder) } ------------------------------------------------------------------- --Outer Patrol Actions { } ------------------------------------------------------------------- Outer Patrols { Link Outer Patrol 4 Outer Patrol 3 Outer Patrol 2 Outer Patrol 1 } Outer Patrol 1 { (subj, monster_identifier) 10295 (ghol) 10297 (ghol) 10294 (ghol) 10296 (ghol) } Outer Patrol 2 { (subj, monster_identifier) 10291 (ghol) 10293 (ghol) 10290 (ghol) 10292 (ghol) } Outer Patrol 3 { (subj, monster_identifier) 10288 (ghol) 10287 (ghol) 10289 (ghol) 10286 (ghol) } Outer Patrol 4 { (subj, monster_identifier) 10283 (ghol) 10282 (ghol) 10284 (ghol) 10285 (ghol) } ------------------------------------------------------------------- Outer Patrol 1 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 20.00 { Initial State Outer Patrol 1 Move Initial Squads Outer Patrol 1 squad Centerpoint 29.500, 191.708 Facing 319.56 } Outer Patrol 1 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Outer Patrol 1 Facing 0.00 Centerpoint 29.200, 192.124 Formation 4 } Outer Patrol 1 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 33.928, 188.495 55.108, 174.459 63.645, 160.620 65.483, 144.653 29.993, 148.086 34.557, 166.915 52.329, 184.266 63.854, 200.458 100.077, 193.920 161.438, 169.774 130.776, 147.250 Waypoint Radii 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 Radii 10.001 15.001 Loop Flag } Outer Patrol 2 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 15.00 { Initial State Outer Patrol 2 Move Initial Squads Outer Patrol 2 squad Centerpoint 53.211, 173.137 Facing 316.76 } Outer Patrol 2 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Outer Patrol 2 Facing 0.00 Centerpoint 53.042, 173.239 Formation 4 } Outer Patrol 2 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 58.126, 156.641 73.446, 145.950 99.407, 148.780 102.104, 173.717 97.747, 202.467 76.694, 198.418 57.920, 193.901 50.782, 178.133 Waypoint Radii 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 Radii 10.001 15.001 Loop Flag } Outer Patrol 3 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 10.00 { Initial State Outer Patrol 3 Move Initial Squads Outer Patrol 3 squad Centerpoint 91.270, 163.106 Facing 35.16 } Outer Patrol 3 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Outer Patrol 3 Facing 0.00 Centerpoint 91.249, 163.018 Formation 4 } Outer Patrol 3 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 65.979, 166.180 72.167, 185.428 104.290, 194.875 148.784, 203.750 158.000, 165.000 129.670, 150.922 98.803, 148.749 101.926, 167.770 88.217, 183.993 66.399, 150.967 Waypoint Radii 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 5.000 Radii 10.001 15.001 Loop Flag } Outer Patrol 4 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 10.00 { Initial State Outer Patrol 4 Move Initial Squads Outer Patrol 4 squad Centerpoint 154.502, 162.055 Facing 183.16 } Outer Patrol 4 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Outer Patrol 4 Facing 0.00 Centerpoint 153.473, 161.758 Formation 4 } Outer Patrol 4 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 176.520, 164.848 179.315, 193.307 150.444, 202.364 113.391, 207.385 100.899, 174.350 98.670, 148.249 140.424, 149.311 Waypoint Radii 5.000 5.000 5.000 5.000 5.000 5.000 5.000 Radii 10.001 15.001 Loop Flag } ------------------------------------------------------------------- Dark Forces For Portcullis Check { Link Outer Portcullis Guards Dock Sentries } Light Forces Under Portcullis? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon Points 149.399, 38.991 149.264, 35.014 148.692, 35.002 148.752, 38.969 Polygon Closed Flag Results Action Identifier Light Forces Under Portcullis Activates on Success Kill Forces Under Portcullis Tested items Inside Field Name subj } Light Forces Under Portcullis { } Kill Forces Under Portcullis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Light Forces Under Portcullis Health Fraction 0.00001 Magic Visibility Flag false } ------------------------------------------------------------------- Main Dwarves Target { (obje, monster_identifier) 10012 (dwarf) 10013 (dwarf) } Main Archers Target { (obje, monster_identifier) 10000 (bowman) 10001 (bowman) 10002 (bowman) 10003 (bowman) } Outer Patrols Final Attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Outer Patrol 1 Surround Troops Outer Patrol 2 Surround Troops Outer Patrol 3 Surround Troops Outer Patrol 4 Surround Troops } Outer Patrol 1 Surround (Proximity)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 1 Enemy Closer Than Radius 20.000 Activates on Success Outer Patrol 1 Surround Troops } Outer Patrol 1 Surround (Damage)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 1 Activates on Success Outer Patrol 1 Surround Troops Vitality Less Than 1.00001 } Outer Patrol 1 Surround Troops [Surround] deactivates_never 0.00, 0.00 { Link Outer Patrol 1 Deactivates On Activation Outer Patrol 1 Surround (Damage)? Outer Patrol 1 Surround (Proximity)? Outer Patrol 1 Platoon Activate On Attack Outer Patrol 1 Attack Dwarves Units Lost Before Attacking 1 Time Before Attacking 17 Prerequisites Difficulty Level 2? Difficulty Level 3? Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 1 Attack Dwarves } Outer Patrol 1 Attack Dwarves [Attack] no_initial_delay flag 5.00, 5.00 { Link Outer Patrol 1 Main Dwarves Target Deactivates On Activation Outer Patrol 1 Surround Troops Activates on Failure Outer Patrol 1 Attack All Prerequisites Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 1 Attack All } Outer Patrol 1 Attack All [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Outer Patrol 1 Attack All Enemies Flag Deactivates On Activation Outer Patrol 1 Attack Dwarves } Outer Patrol 2 Surround (Proximity)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 2 Enemy Closer Than Radius 20.000 Activates on Success Outer Patrol 2 Surround Troops } Outer Patrol 2 Surround (Damage)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 2 Activates on Success Outer Patrol 2 Surround Troops Vitality Less Than 1.00001 } Outer Patrol 2 Surround Troops [Surround] deactivates_never 0.00, 0.00 { Link Outer Patrol 2 Deactivates On Activation Outer Patrol 2 Surround (Damage)? Outer Patrol 2 Surround (Proximity)? Outer Patrol 2 Platoon Activate On Attack Outer Patrol 2 Attack Archers Units Lost Before Attacking 1 Time Before Attacking 17 Prerequisites Difficulty Level 2? Difficulty Level 3? Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 2 Attack Archers } Outer Patrol 2 Attack Archers [Attack] no_initial_delay flag 5.00, 5.00 { Link Outer Patrol 2 Main Archers Target Deactivates On Activation Outer Patrol 2 Surround Troops Activates on Failure Outer Patrol 2 Attack All Prerequisites Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 2 Attack All } Outer Patrol 2 Attack All [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Outer Patrol 2 Attack All Enemies Flag Deactivates On Activation Outer Patrol 2 Attack Archers } Outer Patrol 3 Surround (Proximity)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 3 Enemy Closer Than Radius 20.000 Activates on Success Outer Patrol 3 Surround Troops } Outer Patrol 3 Surround (Damage)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 3 Activates on Success Outer Patrol 3 Surround Troops Vitality Less Than 1.00001 } Outer Patrol 3 Surround Troops [Surround] deactivates_never 0.00, 0.00 { Link Outer Patrol 3 Deactivates On Activation Outer Patrol 3 Surround (Damage)? Outer Patrol 3 Surround (Proximity)? Outer Patrol 3 Platoon Activate On Attack Outer Patrol 3 Attack Dwarves Units Lost Before Attacking 1 Time Before Attacking 17 Prerequisites Difficulty Level 2? Difficulty Level 3? Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 3 Attack Dwarves } Outer Patrol 3 Attack Dwarves [Attack] no_initial_delay flag 5.00, 5.00 { Link Outer Patrol 3 Link Main Dwarves Target Deactivates On Activation Outer Patrol 3 Surround Troops Activates on Failure Outer Patrol 3 Attack All Prerequisites Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 3 Attack All } Outer Patrol 3 Attack All [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Outer Patrol 3 Attack All Enemies Flag Deactivates On Activation Outer Patrol 3 Attack Dwarves } Outer Patrol 4 Surround (Proximity)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 4 Enemy Closer Than Radius 20.000 Activates on Success Outer Patrol 4 Surround Troops } Outer Patrol 4 Surround (Damage)? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Outer Patrol 4 Activates on Success Outer Patrol 4 Surround Troops Vitality Less Than 1.00001 } Outer Patrol 4 Surround Troops [Surround] deactivates_never 0.00, 0.00 { Link Outer Patrol 4 Deactivates On Activation Outer Patrol 4 Surround (Damage)? Outer Patrol 4 Surround (Proximity)? Outer Patrol 4 Platoon Activate On Attack Outer Patrol 4 Attack Archers Units Lost Before Attacking 1 Time Before Attacking 17 Prerequisites Difficulty Level 2? Difficulty Level 3? Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 4 Attack Archers } Outer Patrol 4 Attack Archers [Attack] no_initial_delay flag 5.00, 5.00 { Link Outer Patrol 4 Main Archers Target Deactivates On Activation Outer Patrol 4 Surround Troops Activates on Failure Outer Patrol 4 Attack All Prerequisites Difficulty Level 4? Activates on Missing Prerequisites Outer Patrol 4 Attack All } Outer Patrol 4 Attack All [Attack] no_initial_delay deactivates_never 5.00, 5.00 { Link Outer Patrol 4 Attack All Enemies Flag Deactivates On Activation Outer Patrol 4 Attack Archers } ------------------------------------------------------------------- Final Portcullis Guards Right Pointer { Link Final Portcullis Guards Right } Final Portcullis Guards Left Pointer { Link Final Portcullis Guards Left } ------------------------------------------------------------------- Join With Final Portcullis Guards Left [Munger] deactivates_on_trigger 1.00, 1.00 { Insert Parameters Final Portcullis Guards Left Pointer Link Outer Portcullis Outside Guards Left Outer Portcullis Inside Guards Left Dock Sentries Dock To Castle Activate Actions Join With Final Portcullis Guards Right } Join With Final Portcullis Guards Right [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Final Portcullis Guards Right Pointer Link Outer Portcullis Outside Guards Right Outer Portcullis Inside Guards Right Dock Sentries Castle To Dock Activate Actions Raise Outer Portcullis Deactivate Current Portcullis Checks Before Reforming } Deactivate Current Portcullis Checks Before Reforming [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Final Portcullis Guards Into Position Actions to Deactivate Raise Portcullis? Lower Portcullis? (No Villagers) Really Lower Portcullis? (No Dark Forces) Lower Outer Portcullis Raise Outer Portcullis } ------------------------------------------------------------------- Deactivate Dock Sentries [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Dock Sentries Attack? Dock Sentries Attack } ------------------------------------------------------------------- Town Gate Archers Final Attack (Damaged Thrall)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Town Gate Melee Vitality Less Than 0.59998 Activates on Success Town Gate Archers Final Attack } Town Gate Archers Final Attack (Damaged)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Town Gate Archers Activates on Success Town Gate Archers Final Attack Vitality Less Than 0.85000 } Town Gate Archers Final Attack [Attack] no_initial_delay deactivates_never 6.00, 7.00 { Attack All Enemies Flag Link Town Gate Archers Deactivates On Activation Town Gate Archers Final Attack (Damaged)? Town Gate Archers Final Attack (Damaged Thrall)? Town Gate Archers Random Flaming Target Which Town Gate Archer Targets? Town Gate Archers Attack Town Gate Melee Targets? Town Gate Melee Damaged? Town Gate Melee Targets Still Close? Town Gate Melee Healthy? Town Gate Archer Targets? Town Gate Archers Into Position Activates On Activation Town Gate Archers Random Flaming Final Guarantee Town Gate Left Flank Attack Nearby Units Town Gate Center Flank Attack Nearby Units Town Gate Right Flank Attack Nearby Units } ------------------------------------------------------------------- Archers On Wall { (subj, monster_identifier) 10203 (bowman (dark)) 10015 (bowman (dark)) 10204 (bowman (dark)) 10205 (bowman (dark)) 10206 (bowman (dark)) 10207 (bowman (dark)) 10018 (bowman (dark)) 10019 (bowman (dark)) 10201 (bowman (dark)) 10202 (bowman (dark)) 10208 (bowman (dark)) 10209 (bowman (dark)) } Archers To Front [Rout] deactivates_on_trigger 0.00, 0.00 { Destinations 48.512, 67.370 51.501, 67.280 54.557, 67.325 57.588, 67.284 60.557, 67.231 63.395, 67.200 76.653, 67.440 79.565, 67.377 82.653, 67.440 85.538, 67.454 88.514, 67.303 91.626, 67.190 Link Archers On Wall Activates On Activation Send Archers To Back Deactivates On Activation Send Archers To Front } Archers To Back [Rout] deactivates_on_trigger 0.00, 0.00 { Destinations 48.522, 65.526 51.497, 65.444 54.471, 65.528 57.506, 65.444 60.516, 65.528 63.522, 65.444 76.520, 65.501 79.561, 65.583 82.532, 65.501 85.600, 65.501 88.545, 65.471 91.526, 65.583 Link Archers On Wall Activates On Activation Send Archers To Front Deactivates On Activation Send Archers To Back } Front Wall Archer Targets? [Test Unit] deactivates_never 3.00, 3.00 { Unit Count Greater Than 0 Link LIGHT FORCES Polygon 35.180, 69.751 40.004, 85.317 93.249, 85.129 104.450, 70.209 Closed Polygon Flag Ignore Invisible Units Flag } Back Wall Archer Targets? [Test Unit] deactivates_never 3.00, 3.00 { Unit Count Greater Than 0 Link LIGHT FORCES Polygon 106.842, 63.860 96.626, 49.471 48.297, 48.758 34.303, 63.913 Closed Polygon Flag Ignore Invisible Units Flag } Send Archers To Front [Action List] only_initial_delay deactivates_never 8.00, 8.00 { Inhibitions Back Wall Archer Targets? Prerequisites Front Wall Archer Targets? Actions to Activate Archers To Front } Send Archers To Back [Action List] only_initial_delay deactivates_never 8.00, 8.00 { Inhibitions Front Wall Archer Targets? Prerequisites Back Wall Archer Targets? Actions to Activate Archers To Back } ------------------------------------------------------------------- Town Gate Archers Random Flaming Target [Action List] no_initial_delay deactivates_never 7.00, 15.00 { Actions to Activate Town Gate Archer 1 Flaming Attack Town Gate Archer 2 Flaming Attack Town Gate Archer 3 Enough Targets? Town Gate Archer 4 Enough Targets? Town Gate Archer 5 Enough Targets? Town Gate Archer 6 Enough Targets? Town Gate Archer 7 Enough Targets? Town Gate Archer 8 Enough Targets? Chance of Activating 0.79999 0.20000 0.20000 0.20000 0.14998 0.14998 0.14998 0.79999 Activates On Execution Deactivate Town Gate Archer Flaming Attacks Inhibitions Difficulty Level 0? } Town Gate Archer 1 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10075 (bowman (dark)) } Town Gate Archer 2 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10142 (bowman (dark)) } Town Gate Archer 3 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 3 Flaming Attack Unit Count Greater Than 2 } Town Gate Archer 3 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10076 (bowman (dark)) } Town Gate Archer 4 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 4 Flaming Attack Unit Count Greater Than 2 } Town Gate Archer 4 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10141 (bowman (dark)) } Town Gate Archer 5 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 5 Flaming Attack Unit Count Greater Than 3 } Town Gate Archer 5 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10077 (bowman (dark)) } Town Gate Archer 6 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 6 Flaming Attack Unit Count Greater Than 3 } Town Gate Archer 6 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10074 (bowman (dark)) } Town Gate Archer 7 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 7 Flaming Attack Unit Count Greater Than 4 } Town Gate Archer 7 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10078 (bowman (dark)) } Town Gate Archer 8 Enough Targets? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 60.975, 138.059 59.276, 143.063 73.010, 142.333 70.106, 138.215 Closed Polygon Flag Activates on Success Town Gate Archer 8 Flaming Attack Unit Count Greater Than 5 } Town Gate Archer 8 Flaming Attack [Attack] deactivates_never 0.00, 0.00 { Link Town Gate Archer Targets Use Special Ability Flag Attackers 10073 (bowman (dark)) } Deactivate Town Gate Archer Flaming Attacks [Action List] deactivates_on_trigger 6.00, 6.00 { Actions to Deactivate Town Gate Archer 8 Flaming Attack Town Gate Archer 7 Flaming Attack Town Gate Archer 6 Flaming Attack Town Gate Archer 5 Flaming Attack Town Gate Archer 4 Flaming Attack Town Gate Archer 3 Flaming Attack Town Gate Archer 2 Flaming Attack Town Gate Archer 1 Flaming Attack } ------------------------------------------------------------------- Town Gate Archers Random Flaming Final Guarantee [Action List] no_initial_delay deactivates_never 7.00, 9.00 { Actions to Activate Town Gate Archer 5 Flaming Final Town Gate Archer 6 Flaming Final Activates On Execution Deactivate Town Gate Archer Flaming Finals Town Gate Archers Random Flaming Final Random Selection Flag Inhibitions Difficulty Level 0? } Town Gate Archers Random Flaming Final [Action List] deactivates_on_trigger 9.00, 15.00 { Actions to Activate Town Gate Archer 1 Flaming Final Town Gate Archer 2 Flaming Final Town Gate Archer 3 Flaming Final Town Gate Archer 4 Flaming Final Town Gate Archer 5 Flaming Final Town Gate Archer 6 Flaming Final Town Gate Archer 7 Flaming Final Town Gate Archer 8 Flaming Final Chance of Activating 0.09998 0.09998 0.09998 0.14998 0.14998 0.20000 0.20000 0.20000 Activates On Execution Deactivate Town Gate Archer Flaming Finals Inhibitions Difficulty Level 0? } Town Gate Archer 1 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10075 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 2 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10142 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 3 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10076 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 4 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10141 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 5 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10077 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 6 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10074 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 7 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10078 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Town Gate Archer 8 Flaming Final [Attack] deactivates_never 0.00, 0.00 { Use Special Ability Flag Attackers 10073 (bowman (dark)) Link Town Gate Flaming Arrow Targets } Deactivate Town Gate Archer Flaming Finals [Action List] deactivates_on_trigger 6.00, 6.00 { Actions to Deactivate Town Gate Archer 8 Flaming Final Town Gate Archer 7 Flaming Final Town Gate Archer 6 Flaming Final Town Gate Archer 5 Flaming Final Town Gate Archer 4 Flaming Final Town Gate Archer 3 Flaming Final Town Gate Archer 2 Flaming Final Town Gate Archer 1 Flaming Final } ------------------------------------------------------------------- Town Gate Flaming Arrow Targets { (obje, monster_identifier) 10013 (dwarf) 10011 (warrior) 10006 (warrior) 10138 (warrior) 10010 (warrior) 10125 (warrior) 10126 (warrior) 10137 (warrior) 10000 (bowman) 10001 (bowman) 10012 (dwarf) 10131 (warrior) 10133 (warrior) 10002 (bowman) 10132 (warrior) 10007 (warrior) 10134 (warrior) 10003 (bowman) } ------------------------------------------------------------------- Drawbridge Raised Marker { (subj, monster_identifier) } Set Drawbridge Raised Marker [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Drawbridge Raised Marker (subj, monster_identifier) 10259 (winch monster) } Has Drawbridge Been Raised? [Test Unit] only_initial_delay deactivates_on_successful_execution 8.00, 8.00 { Unit Count Greater Than 0 Link Drawbridge Raised Marker Activates on Success Make Pathfinder Available } Mission, Use Pathfinder Dwarf [Mission] deactivates_on_trigger 4.00, 4.00 { Advance Flag } Mission, Get Into Keep [Mission] deactivates_on_trigger 3.00, 3.00 { Advance Flag } ------------------------------------------------------------------- Give Outer Patrols Weapons [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Outer Patrols Give Monster Artifact or Projectile 10006 (brigand sword) 10007 (brigand sword) 10000 (ghol cleaver) 10001 (ghol cleaver) 10008 (brigand sword) 10004 (ghol cleaver) 10009 (brigand sword) 10002 (ghol cleaver) 10003 (ghol cleaver) 10011 (brigand sword) 10010 (brigand sword) 10005 (ghol cleaver) } ------------------------------------------------------------------- Dock Sentries Attack? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Dock Sentries Enemy Closer Than Radius 20.000 Ignore Invisible Units Flag Activates on Success Dock Sentries Attack Enemy List 10281 (dwarf pathfinder) } Dock Sentries Attack [Attack] no_initial_delay flag 4.00, 5.00 { Link Dock Sentries Targets 10281 (dwarf pathfinder) } ------------------------------------------------------------------- Move Light Forces Back From Drawbridge [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Remove User Control (Drawbridge) Warriors to Drawbridge Main Archers to Drawbridge Reinforcement Archers to Drawbridge Dwarves to Drawbridge } Remove User Control (Drawbridge) [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Main Light Troops Reinforcements Received User Control Flag false } Warriors to Drawbridge [Movement] no_initial_delay deactivates_on_trigger 4.00, 4.00 { Waypoints 69.243, 100.428 Final Facing 267.19 Formation Index 1 Link Warriors Reinforcement Warriors } Main Archers to Drawbridge [Movement] no_initial_delay deactivates_on_trigger 4.00, 4.00 { Waypoints 74.206, 106.235 Final Facing 246.09 Formation Index 1 Link Archers } Reinforcement Archers to Drawbridge [Movement] no_initial_delay deactivates_on_trigger 4.00, 4.00 { Waypoints 62.260, 106.319 Final Facing 301.64 Formation Index 1 Link Reinforcement Archers } Dwarves to Drawbridge [Movement] no_initial_delay deactivates_on_trigger 4.00, 4.00 { Waypoints 68.508, 109.391 Final Facing 267.19 Formation Index 2 Link Regular Dwarves Reinforcement Dwarves } Watch Drawbridge? [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Watch Drawbridge Move Light Forces Back From Drawbridge Prerequisites Light Reinforcements? } ------------------------------------------------------------------- Exiting Thrall { (subj, monster_identifier) 10308 (thrall) 10309 (thrall) 10310 (thrall) 10311 (thrall) 10312 (thrall) 10313 (thrall) 10314 (thrall) 10315 (thrall) 10316 (thrall) 10317 (thrall) 10318 (thrall) 10319 (thrall) 10320 (thrall) 10321 (thrall) 10322 (thrall) 10323 (thrall) } Exiting Thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Exiting Thrall Facing 0.00 Centerpoint 66.172, 125.946 Formation 0 } Exiting Thrall Platoon [Platoon] initially_active, only_initial_delay deactivates_never 10.00, 10.00 { Initial State Exiting Thrall Move Initial Squads Exiting Thrall squad Centerpoint 66.165, 125.856 Facing 96.33 Activates on Deactivation Exiting Thrall Move Off Map Allies Outer Patrol 1 Platoon Outer Patrol 2 Platoon Outer Patrol 3 Platoon Outer Patrol 4 Platoon } Exiting Thrall Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 65.719, 137.497 66.528, 166.875 47.022, 181.743 29.977, 194.247 24.897, 209.473 Waypoint Radii Radii 22.000 22.000 Interpolate Flag Interpolant Spacing 6.000 } Exiting Thrall Move Off Map [Movement] no_initial_delay deactivates_never 1.00, 1.00 { Link Exiting Thrall Waypoints 22.709, 218.325 Activates On Execution Exiting Thrall All Gone? } Exiting Thrall All Gone? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Exiting Thrall Unit Count Equal To 0 Activates on Failure Exiting Thrall Near Side? Deactivates On Success Exiting Thrall Move Off Map } Exiting Thrall Near Side? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link Exiting Thrall Polygon Points 33.977, 215.948 32.010, 212.965 14.008, 213.020 11.969, 215.940 Results Action Identifier Delete Exiting Thrall Near Side Tested items Inside Field Name subj Activates on Success Delete Exiting Thrall Near Side } Delete Exiting Thrall Near Side [Unit Control] deactivates_on_trigger 0.00, 0.00 { Fade Flag Invisible Flag } ------------------------------------------------------------------- Inner Sentries { Link Inner Sentries 1 Inner Sentries 2 Inner Sentries 3 Inner Sentries 4 Inner Sentries 5 Inner Sentries 6 } Inner Sentries 1 { (subj, monster_identifier) 10298 (brigand) 10299 (brigand) } Inner Sentries 1 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 1 Facing 0.00 Centerpoint 147.600, 42.208 Formation 1 } Inner Sentries 2 { (subj, monster_identifier) 10300 (brigand) 10301 (brigand) } Inner Sentries 2 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 2 Facing 0.00 Centerpoint 112.751, 62.358 Formation 1 } Inner Sentries 3 { (subj, monster_identifier) 10302 (brigand) 10303 (brigand) } Inner Sentries 3 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 3 Facing 0.00 Centerpoint 138.625, 58.637 Formation 1 } Inner Sentries 4 { (subj, monster_identifier) 10306 (brigand) 10307 (brigand) } Inner Sentries 4 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 4 Facing 0.00 Centerpoint 131.030, 31.211 Formation 1 } Inner Sentries 5 { (subj, monster_identifier) 10304 (brigand) 10305 (brigand) } Inner Sentries 5 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 5 Facing 0.00 Centerpoint 20.813, 66.717 Formation 1 } Inner Sentries 6 { (subj, monster_identifier) 10326 (brigand) 10327 (brigand) } Inner Sentries 6 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Inner Sentries 6 Facing 0.00 Centerpoint 19.616, 24.893 Formation 1 } Inner Sentries 1 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 1 Move Initial Squads Inner Sentries 1 squad Centerpoint 147.600, 42.208 Facing 88.24 Allies Inner Sentries 2 Platoon Inner Sentries 3 Platoon Inner Sentries 4 Platoon Inner Sentries 5 Platoon Inner Sentries 6 Platoon } Inner Sentries 1 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 147.426, 66.510 96.059, 66.317 95.727, 62.633 117.286, 62.106 130.598, 53.176 130.838, 41.860 115.786, 41.415 114.133, 62.542 95.606, 62.663 96.237, 66.241 147.487, 66.592 147.571, 42.581 Waypoint Radii Radii 18.000 22.000 Loop Flag } Inner Sentries 2 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 2 Move Initial Squads Inner Sentries 2 squad Centerpoint 112.751, 62.358 Facing 178.59 Allies Inner Sentries 1 Platoon Inner Sentries 3 Platoon Inner Sentries 4 Platoon Inner Sentries 5 Platoon Inner Sentries 6 Platoon } Inner Sentries 2 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 95.471, 62.506 95.567, 66.450 147.559, 66.508 95.829, 66.426 95.721, 62.557 116.042, 62.073 116.026, 56.002 94.127, 56.301 95.844, 37.733 134.135, 41.147 116.342, 61.733 Waypoint Radii Radii 18.000 22.000 Loop Flag } Inner Sentries 3 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 3 Move Initial Squads Inner Sentries 3 squad Centerpoint 138.625, 58.637 Facing 270.00 Allies Inner Sentries 2 Platoon Inner Sentries 1 Platoon Inner Sentries 4 Platoon Inner Sentries 5 Platoon Inner Sentries 6 Platoon } Inner Sentries 3 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 142.036, 26.104 140.790, 41.092 128.858, 57.729 111.708, 38.366 89.200, 37.696 88.038, 57.856 139.848, 58.026 Waypoint Radii Radii 18.000 22.000 Loop Flag } Inner Sentries 4 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 4 Move Initial Squads Inner Sentries 4 squad Centerpoint 131.030, 31.211 Facing 181.05 Allies Inner Sentries 2 Platoon Inner Sentries 3 Platoon Inner Sentries 1 Platoon Inner Sentries 5 Platoon Inner Sentries 6 Platoon } Inner Sentries 4 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 121.602, 30.811 121.543, 40.034 140.208, 59.983 88.018, 36.270 121.403, 40.024 121.456, 30.788 132.081, 30.803 Waypoint Radii Radii 18.000 22.000 Loop Flag } Inner Sentries 5 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 5 Move Initial Squads Inner Sentries 5 squad Centerpoint 20.813, 66.717 Facing 356.84 Allies Inner Sentries 2 Platoon Inner Sentries 3 Platoon Inner Sentries 4 Platoon Inner Sentries 1 Platoon Inner Sentries 6 Platoon } Inner Sentries 5 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 44.571, 66.428 20.147, 66.567 20.989, 62.489 40.139, 62.405 58.243, 36.723 24.670, 32.866 20.387, 53.497 40.411, 55.532 40.362, 62.333 21.032, 62.348 20.104, 66.463 Waypoint Radii Radii 18.000 22.000 Loop Flag } Inner Sentries 6 Platoon [Platoon] initially_active, only_initial_delay deactivates_never 0.00, 30.00 { Initial State Inner Sentries 6 Move Initial Squads Inner Sentries 6 squad Centerpoint 19.616, 24.893 Facing 63.63 Allies Inner Sentries 2 Platoon Inner Sentries 3 Platoon Inner Sentries 4 Platoon Inner Sentries 5 Platoon Inner Sentries 1 Platoon } Inner Sentries 6 Move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 19.717, 55.034 46.469, 54.479 76.012, 33.846 89.073, 33.176 115.333, 58.667 88.883, 33.188 36.487, 32.860 36.262, 22.018 18.137, 22.290 Waypoint Radii Radii 18.000 22.000 Loop Flag } ------------------------------------------------------------------- Tower Guards { Link Tower Guard Left Tower Guard Right } Tower Guard Left { (subj, monster_identifier) 10324 (brigand) } Tower Guard Right { (subj, monster_identifier) 10325 (brigand) } Tower Guards Attack [Attack] initially_active deactivates_never 4.00, 8.00 { Link Tower Guard Right Tower Guard Left Polygon 153.264, 72.133 151.620, 42.227 124.545, 42.874 110.799, 72.227 Closed Polygon Flag Activates on Failure Tower Guards Into Position? Targets 10281 (dwarf pathfinder) } Tower Guard Left Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 149.452, 70.327 Link Tower Guard Left Final Facing 88.95 } Tower Guard Right Into Position [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 151.286, 68.588 Link Tower Guard Right Final Facing 2.46 } Tower Guards Into Position? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Tower Guard Left Tower Guard Right Vitality Greater Than 0.39998 Activates on Success Tower Guard Right Into Position Tower Guard Left Into Position Activates on Failure Tower Guards Final Attack } Tower Guards Final Attack [Attack] no_initial_delay deactivates_never 4.00, 8.00 { Link Tower Guard Right Tower Guard Left Attack All Enemies Flag Deactivates On Activation Tower Guards Attack } ------------------------------------------------------------------- Wall Archers Taunt [General Action] deactivates_on_trigger 2.00, 2.00 { Command Type 5 Link Archers On Wall } ------------------------------------------------------------------- Stygian Knights { (subj, monster_identifier) 10328 (stygian knight) 10329 (stygian knight) 10330 (stygian knight) 10331 (stygian knight) 10332 (stygian knight) 10333 (stygian knight) 10334 (stygian knight) 10335 (stygian knight) } Stygian Knights Appear [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Stygian Knights Visible Flag Activates on Success Stygian Knights Attack Delay } Stygian Knights Attack Delay [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Stygian Knights Attack } Stygian Knights Attack [Attack] no_initial_delay deactivates_never 4.00, 7.00 { Link Stygian Knights Attack All Enemies Flag } ------------------------------------------------------------------- Deactivate Talking Brigands [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Dwarf Near Outer Portcullis? Guard Speak 1 Guard Respond 1 Guard Speak 2 Guard Respond 2 Guard Speak 3 Guard Respond 3 Guard Speak 4 Guard Respond 4 Guard Speak 5 Guard Respond 5 } Dwarf Near Outer Portcullis? [Test Unit] deactivates_on_successful_execution 4.00, 7.00 { Link Pathfinder Dwarf Object Test Radius 149.266, 36.924 159.069, 42.313 Unit Count Equal To 1 Activates on Success Guard Speak 1 } Guard Speak 1 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 04 (brigand) You must've saved Monster 10122 (brigand) Override Flag Activates on Success Guard Respond 1 } Guard Respond 1 [Sound Action] deactivates_on_trigger 3.00, 3.00 { Sound Tag 04 (brigand2) That I have, mate Monster 10123 (brigand) Override Flag Activates on Success Guard Speak 2 } Guard Speak 2 [Sound Action] deactivates_on_trigger 3.00, 3.00 { Sound Tag 04 (brigand) Well, you must be Monster 10122 (brigand) Override Flag Activates on Success Guard Respond 2 } Guard Respond 2 [Sound Action] deactivates_on_trigger 3.00, 3.00 { Sound Tag 04 (brigand2) Yup, yup. I've ha Monster 10123 (brigand) Override Flag Activates on Success Guard Speak 3 } Guard Speak 3 [Sound Action] deactivates_on_trigger 4.00, 4.00 { Sound Tag 04 (brigand) A turnip_! Monster 10122 (brigand) Override Flag Activates on Success Guard Respond 3 } Guard Respond 3 [Sound Action] deactivates_on_trigger 1.00, 1.00 { Sound Tag 04 (brigand2) Well, not just an Monster 10123 (brigand) Override Flag Activates on Success Guard Speak 4 } Guard Speak 4 [Sound Action] deactivates_on_trigger 4.00, 4.00 { Sound Tag 04 (brigand) And then what_ Tur Monster 10122 (brigand) Override Flag Activates on Success Guard Respond 4 } Guard Respond 4 [Sound Action] deactivates_on_trigger 2.00, 2.00 { Sound Tag 04 (brigand2) No! You don't jus Monster 10123 (brigand) Override Flag Activates on Success Guard Speak 5 } Guard Speak 5 [Sound Action] deactivates_on_trigger 4.00, 4.00 { Sound Tag 04 (brigand) Uhh... so... do yo Monster 10122 (brigand) Override Flag Activates on Success Guard Respond 5 } Guard Respond 5 [Sound Action] deactivates_on_trigger 3.00, 3.00 { Sound Tag 04 (brigand2) Now that's just p Monster 10123 (brigand) Override Flag } ------------------------------------------------------------------- Light Reinforcements? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link Town Gate Forces Outer Patrol 1 Outer Patrol 2 Outer Patrol 3 Outer Patrol 4 Exiting Thrall Activates on Success Light Reinforcements 2? Has Drawbridge Been Raised? } Light Reinforcements 2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link LIGHT FORCES Activates on Success Make Reinforcements Visible Object Test Radius 42.413, 183.997 59.481, 169.782 } Make Reinforcements Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Reinforcements Visible Flag true Activates on Success Reinforcement Warriors To Gate Reinforcement Archers To Gate Reinforcement Dwarves To Gate Set Outer Light Forces Obje } Reinforcement Warriors To Gate [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 53.571, 175.713 64.389, 161.633 65.727, 148.938 Link Reinforcement Warriors Formation Index 4 Final Facing 270.00 } Reinforcement Archers To Gate [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 49.247, 173.903 59.784, 161.299 58.670, 144.932 Link Reinforcement Archers Formation Index 1 Final Facing 310.08 } Reinforcement Dwarves To Gate [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 56.315, 178.372 69.667, 160.000 69.938, 141.118 Link Reinforcement Dwarves Formation Index 1 Final Facing 236.60 } ------------------------------------------------------------------- Inner Sentries Attack All [Attack] no_initial_delay deactivates_never 4.00, 7.00 { Link Inner Sentries 1 Inner Sentries 2 Inner Sentries 3 Inner Sentries 4 Inner Sentries 5 Inner Sentries 6 Tower Guard Left Tower Guard Right Archers On Wall Attack All Enemies Flag Deactivates On Activation Inner Sentries 1 Platoon Inner Sentries 2 Platoon Inner Sentries 3 Platoon Inner Sentries 4 Platoon Inner Sentries 5 Platoon Inner Sentries 6 Platoon Tower Guards Attack Tower Guards Final Attack Send Archers To Back Send Archers To Front Front Wall Archer Targets? Back Wall Archer Targets? } ------------------------------------------------------------------- Outer Light Forces Obje { } Set Outer Light Forces Obje [Geometry Filter] initially_active deactivates_on_execution 0.00, 0.00 { Link Main Light Troops Reinforcements Entire Map Results Action Identifier Outer Light Forces Obje Tested items Inside Field Name obje }