Let it snow, let it snow, let it snow! [Particle System Control] initially_active deactivates_on_trigger 0.00, 0.00 { Switch Particle System State true Target Multiplier 0.20000 } LIGHT FORCES { Link ====Berserks==== ====Journeyman==== ==== dwarves ==== ==== archers ==== } LIGHT FORCES (obje) { (obje, monster_identifier) 10188 (berserk) 10187 (berserk) 10186 (berserk) 10185 (berserk) 10242 (12 journeyman) 10285 (berserk) 10290 (bowman) 10289 (bowman) 10287 (dwarf) 10288 (dwarf) 10326 (berserk) 10327 (bowman) 10328 (bowman) } ==== First berserk carrier ==== { (subj, monster_identifier) 10326 (berserk) } ====Berserks==== { (subj, monster_identifier) 10185 (berserk) 10186 (berserk) 10187 (berserk) 10188 (berserk) 10285 (berserk) 10326 (berserk) } ====Journeyman==== { (subj, monster_identifier) 10242 (12 journeyman) } ==== dwarves ==== { (subj, monster_identifier) 10287 (dwarf) 10288 (dwarf) } ==== archers ==== { (subj, monster_identifier) 10289 (bowman) 10290 (bowman) 10328 (bowman) 10327 (bowman) } ========== { (subj, monster_identifier) } ------------------------------------------------------------------- Are LIGHT FORCES dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link ====Berserks==== Activates on Success LIGHT FORCES dead, end game. } LIGHT FORCES dead, end game. [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { } ------------------------------------------------------------------- ===================================== { } SOULBLIGHTER'S FORCES { Link ====#1 Maul==== ====#1 Soulless==== ====#2 Maul==== ====#2 Soulless==== ====#3 Maul==== ====#3 Soulless==== ====#4 Maul==== ====#4 Soulless==== ====#5 Maul==== ====#5 Soulless==== ====#6 Maul==== ====#6 Soulless==== ==== End game maul ==== } SOULBLIGHTER'S MAUL FORCES (obje) { (obje, monster_identifier) 10046 (maul) 10047 (maul) 10048 (maul) 10049 (maul) 10050 (maul) 10051 (maul) 10056 (maul) 10057 (maul) 10058 (maul) 10059 (maul) 10060 (maul) 10061 (maul) 10041 (maul) 10040 (maul) 10039 (maul) 10038 (maul) 10037 (maul) 10036 (maul) 10027 (maul) 10026 (maul) 10025 (maul) 10024 (maul) 10023 (maul) 10022 (maul) 10017 (maul) 10016 (maul) 10015 (maul) 10013 (maul) 10014 (maul) 10012 (maul) 10062 (maul) 10063 (maul) } SOULBLIGHTER'S SOULLESS FORCES (obje) { (obje, monster_identifier) 10068 (soulless) 10069 (soulless) 10070 (soulless) 10071 (soulless) 10021 (soulless) 10020 (soulless) 10019 (soulless) 10018 (soulless) 10031 (soulless) 10030 (soulless) 10029 (soulless) 10028 (soulless) 10035 (soulless) 10034 (soulless) 10033 (soulless) 10032 (soulless) 10042 (soulless) 10043 (soulless) 10044 (soulless) 10045 (soulless) 10052 (soulless) 10053 (soulless) 10054 (soulless) 10055 (soulless) 10067 (maul) 10066 (maul) 10065 (maul) 10064 (maul) } ====#1 Maul==== { (subj, monster_identifier) 10056 (maul) 10057 (maul) 10058 (maul) 10059 (maul) 10060 (maul) 10061 (maul) } ====#1 Soulless==== { (subj, monster_identifier) 10052 (soulless) 10053 (soulless) 10054 (soulless) 10055 (soulless) } ====#2 Maul==== { (subj, monster_identifier) 10046 (maul) 10048 (maul) 10049 (maul) 10050 (maul) 10051 (maul) 10047 (maul) } ====#2 Soulless==== { (subj, monster_identifier) 10042 (soulless) 10043 (soulless) 10044 (soulless) 10045 (soulless) } ====#3 Maul==== { (subj, monster_identifier) 10036 (maul) 10039 (maul) 10040 (maul) 10041 (maul) 10037 (maul) 10038 (maul) } ====#3 Soulless==== { (subj, monster_identifier) 10032 (soulless) 10033 (soulless) 10034 (soulless) 10035 (soulless) } ====#4 Maul==== { (subj, monster_identifier) 10022 (maul) 10024 (maul) 10025 (maul) 10026 (maul) 10027 (maul) 10023 (maul) } ====#4 Soulless==== { (subj, monster_identifier) 10028 (soulless) 10029 (soulless) 10030 (soulless) 10031 (soulless) } ====#5 Maul==== { (subj, monster_identifier) 10012 (maul) 10013 (maul) 10014 (maul) 10015 (maul) 10016 (maul) 10017 (maul) } ====#5 Soulless==== { (subj, monster_identifier) 10020 (soulless) 10021 (soulless) 10018 (soulless) 10019 (soulless) } ====#6 Maul==== { (subj, monster_identifier) 10062 (maul) 10063 (maul) 10064 (maul) 10065 (maul) 10066 (maul) 10067 (maul) } ====#6 Soulless==== { (subj, monster_identifier) 10068 (soulless) 10069 (soulless) 10070 (soulless) 10071 (soulless) } #1 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #1 Platoon movement Initial Squads #1 Maul squad #1 Soulless squad Centerpoint 40.569, 30.952 Facing 359.30 Activates on Deactivation #1 Soulblighter's forces platoon attacks the Deceiver } #1 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#1 Maul==== Facing 0.00 Centerpoint 42.081, 31.036 Formation 2 } #1 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#1 Soulless==== Facing 0.00 Centerpoint 38.842, 30.760 Formation 2 } #1 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 72.708, 43.426 91.272, 51.696 114.993, 61.692 115.415, 72.008 116.001, 90.399 141.379, 81.219 165.186, 68.358 182.375, 77.870 197.344, 78.415 214.028, 76.920 227.491, 82.459 236.333, 89.209 246.600, 94.977 256.655, 94.700 268.581, 86.965 277.583, 84.975 287.090, 83.090 Waypoint Radii Radii 18.000 20.000 } #1 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#1 Maul==== ====#1 Soulless==== ==== frozen deceiver (obje) ==== } #2 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #2 Platoon movement Initial Squads #2 Maul squad #2 Soulless squad Centerpoint 37.692, 51.395 Facing 29.88 Activates on Deactivation #2 Soulblighter's forces platoon attacks the Deceiver } #2 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#2 Maul==== Facing 0.00 Centerpoint 39.573, 51.626 Formation 2 } #2 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#2 Soulless==== Facing 0.00 Centerpoint 37.065, 50.959 Formation 2 } #2 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 69.887, 55.163 80.584, 56.385 100.249, 61.379 113.557, 74.108 113.167, 84.143 112.266, 93.600 114.413, 101.495 122.483, 109.524 134.032, 117.481 144.129, 119.256 154.178, 113.961 160.083, 105.209 170.065, 94.131 183.438, 87.584 197.055, 82.545 208.885, 75.907 218.551, 75.508 232.622, 78.094 239.497, 83.237 246.045, 89.690 255.772, 98.711 262.434, 99.106 271.465, 92.588 278.440, 86.749 287.077, 77.893 Waypoint Radii Radii 18.000 20.000 } #2 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#2 Maul==== ====#2 Soulless==== ==== frozen deceiver (obje) ==== } #3 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #3 Platoon movement Initial Squads #3 Maul squad #3 Soulless squad Centerpoint 19.381, 59.790 Facing 41.84 Activates on Deactivation #3 Soulblighter's forces platoon attacks the Deceiver } #3 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#3 Maul==== Facing 0.00 Centerpoint 21.030, 60.206 Formation 2 } #3 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#3 Soulless==== Facing 0.00 Centerpoint 18.786, 59.311 Formation 2 } #3 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 58.766, 80.612 47.874, 116.922 87.602, 117.479 169.131, 77.243 229.235, 85.944 251.278, 104.297 289.995, 87.143 Waypoint Radii Radii 15.001 20.000 Interpolate Flag Interpolant Spacing 3.001 } #3 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#3 Maul==== ====#3 Soulless==== ==== frozen deceiver (obje) ==== } #4 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #4 Platoon movement Initial Squads #4 Maul squad #4 Soulless squad Centerpoint 25.803, 30.770 Facing 5.62 Activates on Deactivation #4 Soulblighter's forces platoon attacks the Deceiver } #4 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#4 Maul==== Facing 0.00 Centerpoint 27.381, 30.481 Formation 2 } #4 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#4 Soulless==== Facing 0.00 Centerpoint 24.997, 30.854 Formation 2 } #4 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 46.264, 44.430 55.049, 74.989 41.272, 131.067 76.219, 153.088 130.440, 152.870 203.225, 151.184 243.764, 129.092 286.801, 76.860 Waypoint Radii Radii 18.000 20.000 Interpolate Flag Interpolant Spacing 6.000 } #4 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#4 Maul==== ====#4 Soulless==== ==== frozen deceiver (obje) ==== } #5 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #5 Platoon movement Initial Squads #5 Maul squad #5 Soulless squad Centerpoint 8.081, 42.004 Facing 31.64 Activates on Deactivation #5 Soulblighter's forces platoon attacks the Deceiver } #5 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#5 Maul==== Facing 0.00 Centerpoint 7.737, 42.442 Formation 4 } #5 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#5 Soulless==== Facing 0.00 Centerpoint 5.674, 40.924 Formation 2 } #5 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 38.733, 77.901 66.420, 121.293 119.997, 113.924 171.600, 61.411 202.813, 76.047 235.297, 86.149 265.723, 94.700 290.153, 83.243 Waypoint Radii Radii 18.000 20.000 Interpolate Flag Interpolant Spacing 2.001 } #5 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#5 Maul==== ====#5 Soulless==== ==== frozen deceiver (obje) ==== } #6 Soulblighter's forces platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #6 Platoon movement Initial Squads #6 Maul squad #6 Soulless squad Centerpoint 4.922, 21.438 Facing 353.31 Activates on Deactivation #6 Soulblighter's forces platoon attacks the Deceiver } #6 Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#6 Maul==== Facing 0.00 Centerpoint 6.901, 21.383 Formation 2 } #6 Soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ====#6 Soulless==== Facing 0.00 Centerpoint 4.317, 21.784 Formation 2 } #6 Platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 51.112, 46.657 93.073, 48.901 126.598, 67.758 162.249, 65.073 193.430, 86.319 225.702, 79.725 249.194, 100.959 289.290, 86.600 Waypoint Radii Radii 18.000 20.000 Interpolate Flag Interpolant Spacing 2.001 } #6 Soulblighter's forces platoon attacks the Deceiver [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ====#6 Maul==== ====#6 Soulless==== ==== frozen deceiver (obje) ==== } ===================================== { } THE DECEIVER'S FORCES { Link ====#1 rock #1 Warlock==== ====#1 rock #2 Warlock==== #1 Rock Warlock commandos ====#1 Rock Warlock guards==== ====#2 rock Warlock==== #1 Warlock pod #2 Warlock pod #4 Warlock pod travelling warlocks } #1 rock Legion [Legion (defensive)] initially_active deactivates_never 0.00, 0.00 { Group Count 2 Line 92.190, 77.122 81.032, 74.549 Group Centerpoint Array 85.249, 77.860 85.329, 74.733 Group Unit Container Array ====#1 rock #1 Warlock==== ====#1 rock #2 Warlock==== Global Facing 205.31 Global Centerpoint 85.540, 76.286 } ====#1 rock #1 Warlock==== { (subj, monster_identifier) 10197 (warlock) } ====#1 rock #2 Warlock==== { (subj, monster_identifier) 10095 (warlock) } ===================================== { } #1 Rock Warlock commandos { (subj, monster_identifier) 10200 (warlock) 10295 (warlock) } Have enemy forces left #1 Rock? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link SOULBLIGHTER'S FORCES Activates on Success #1 Rock commandos visible Polygon 93.891, 102.727 99.780, 33.135 29.672, 22.256 17.270, 90.420 Closed Polygon Flag } #1 Rock commandos visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #1 Rock Warlock commandos Visible Flag true Activates on Success #1 Rock commando platoon World Knot Visibility Flag true } #1 Rock commando platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State #1 Rock commandos movement Initial Squads #1 Rock Warlock commandos squad Centerpoint 90.887, 76.727 Facing 200.04 } #1 Rock Warlock commandos squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link #1 Rock Warlock commandos Facing 0.00 Centerpoint 90.329, 76.612 Formation 3 } #1 Rock commandos movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 56.295, 60.583 69.065, 43.186 155.553, 75.719 238.668, 86.473 287.864, 79.723 Waypoint Radii Radii 10.001 20.000 Loop Flag } ====#1 Rock Warlock guards==== { (subj, monster_identifier) 10231 (warlock) 10232 (warlock) } #1 Rock Warlock guards guard [General Action] initially_active deactivates_on_trigger 0.00, 0.00 { Link ====#1 Rock Warlock guards==== Command Type 4 } ------------------------------------------------------------------- #2 rock Legion [Legion (defensive)] initially_active deactivates_never 0.00, 0.00 { Group Count 1 Line 107.733, 135.102 101.061, 134.965 Group Centerpoint Array 106.958, 135.612 Group Unit Container Array ====#2 rock Warlock==== Global Facing 174.38 Global Centerpoint 108.268, 135.135 Group Formation Array 3 } ====#2 rock Warlock==== { (subj, monster_identifier) 10096 (warlock) 10310 (warlock) 10311 (warlock) } ------------------------------------------------------------------- Is it time to see the WALL? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 193.350, 36.520 245.940, 156.891 255.262, 146.196 207.920, 40.168 Closed Polygon Flag Link LIGHT FORCES SOULBLIGHTER'S FORCES Activates on Success Make WALL visible Has he picked it up yet? } ++++WALL++++ { Link ====#1 Warlock wall==== ====#2 Warlock wall==== ====#3 Warlock wall==== ====#4 Warlock wall==== ====#5 Warlock wall==== ====#6 Warlock wall==== ====#7 Warlock wall==== ==== inner wall ==== } ====#1 Warlock wall==== { (subj, monster_identifier) 10190 (warlock) 10303 (warlock) } ====#2 Warlock wall==== { (subj, monster_identifier) 10191 (warlock) 10302 (warlock) } ====#3 Warlock wall==== { (subj, monster_identifier) 10192 (warlock) 10301 (warlock) } ====#4 Warlock wall==== { (subj, monster_identifier) 10193 (warlock) 10300 (warlock) } ====#5 Warlock wall==== { (subj, monster_identifier) 10194 (warlock) 10299 (warlock) } ====#6 Warlock wall==== { (subj, monster_identifier) 10195 (warlock) 10298 (warlock) } ====#7 Warlock wall==== { (subj, monster_identifier) 10196 (warlock) 10304 (warlock) } Make WALL visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ++++WALL++++ Visible Flag true Activates on Success wall legion #1 wall legion #2 wall legion #3 wall legion #4 wall legion #5 wall legion #6 wall legion #7 Inner wall legion } wall legion #1 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 248.799, 76.588 241.139, 78.305 Group Centerpoint Array 246.112, 76.909 Group Unit Container Array ====#1 Warlock wall==== Global Centerpoint 244.967, 77.270 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #2 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 251.637, 82.141 243.879, 83.684 Group Centerpoint Array 248.016, 81.985 Group Unit Container Array ====#2 Warlock wall==== Global Centerpoint 247.114, 82.549 Group Facing Array 158.55 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #3 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 255.461, 87.631 246.577, 89.854 Group Centerpoint Array 251.729, 88.751 Group Unit Container Array ====#3 Warlock wall==== Global Centerpoint 250.608, 89.292 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #4 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 257.627, 95.278 250.389, 95.760 Group Centerpoint Array 255.043, 96.045 Group Unit Container Array ====#4 Warlock wall==== Global Centerpoint 254.042, 96.317 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #5 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 260.959, 104.848 252.389, 106.258 Group Centerpoint Array 254.061, 107.235 257.260, 105.577 Group Unit Container Array ====#5 Warlock wall==== Global Centerpoint 256.077, 106.290 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #6 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 263.036, 113.233 256.100, 114.454 Group Centerpoint Array 260.028, 113.184 Group Unit Container Array ====#6 Warlock wall==== Global Centerpoint 258.737, 113.792 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } wall legion #7 [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 1 Line 266.172, 121.499 259.729, 123.817 Group Centerpoint Array 262.842, 122.159 Group Unit Container Array ====#7 Warlock wall==== Global Centerpoint 262.297, 122.569 Group Facing Array 159.96 Group Formation Array 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } ------------------------------------------------------------------- #1 Warlock pod { (subj, monster_identifier) 10306 (warlock) 10305 (warlock) } #1 warlock pod platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #1 warlock pod movement Initial Squads #1 warlock pod squad Centerpoint 100.926, 61.299 Facing 188.44 } #1 warlock pod squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link #1 Warlock pod Facing 0.00 Centerpoint 100.852, 61.223 Formation 3 } #1 warlock pod movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 91.751, 58.528 99.096, 60.282 Waypoint Radii Radii 10.001 15.001 Loop Flag } ------------------------------------------------------------------- #2 Warlock pod { (subj, monster_identifier) 10308 (warlock) } #2 warlock pod platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #2 warlock pod movement Initial Squads #2 warlock pod squad Centerpoint 112.096, 95.653 Facing 136.05 } #2 warlock pod squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link #2 Warlock pod Facing 0.00 Centerpoint 111.823, 95.624 Formation 3 } #2 warlock pod movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 109.756, 104.940 60.319, 111.965 37.393, 65.200 76.782, 45.219 132.762, 62.233 211.602, 82.866 291.182, 79.221 289.377, 79.235 Waypoint Radii Radii 18.000 22.000 Loop Flag } ------------------------------------------------------------------- #4 Warlock pod { (subj, monster_identifier) 10312 (warlock) 10313 (warlock) } #4 warlock pod platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #4 warlock pod movement Initial Squads #4 warlock pod squad Centerpoint 156.633, 58.918 Facing 182.81 } #4 warlock pod squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link #4 Warlock pod Facing 0.00 Centerpoint 157.958, 57.411 Formation 3 } #4 warlock pod movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 142.934, 53.790 123.848, 84.856 132.118, 114.172 154.807, 141.577 182.815, 124.256 205.516, 145.200 237.807, 133.088 280.694, 85.075 289.774, 81.124 288.477, 81.354 Waypoint Radii Radii 18.000 22.000 Loop Flag } ------------------------------------------------------------------- ===================================== { } ------------------------------------------------------------------- #3 Warlock pod platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State #3 warlock pod movement Initial Squads travelling warlocks squad Centerpoint 137.893, 150.766 Facing 172.27 } travelling warlocks { (subj, monster_identifier) 10240 (warlock) 10293 (warlock) } travelling warlocks squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link travelling warlocks Facing 0.00 Centerpoint 137.717, 150.555 Formation 3 } #3 warlock pod movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.532, 155.915 62.237, 148.450 47.333, 129.014 79.639, 112.454 125.735, 96.174 154.938, 74.711 194.391, 81.086 263.903, 83.934 286.874, 81.379 285.823, 81.543 Waypoint Radii Radii 18.000 22.000 Loop Flag } ------------------------------------------------------------------- ===================================== { } Anyone in the pass? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 282.614, 34.790 261.059, 16.311 170.770, 41.075 175.901, 51.057 243.657, 69.124 Closed Polygon Flag Link LIGHT FORCES Activates on Success Make pass units visible } Make pass units visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====front warlock on pass==== ==== back left warlock on pass ==== ==== back right warlock on pass ==== Visible Flag Activates on Success Lone warlock on pass attacks Anyone near the rear pass warlock? } ------------------------------------------------------------------- ====front warlock on pass==== { (subj, monster_identifier) 10110 (warlock) } ==== back left warlock on pass ==== { (subj, monster_identifier) 10292 (warlock) } ==== back right warlock on pass ==== { (subj, monster_identifier) 10291 (warlock) } Lone warlock on pass attacks [Attack] no_initial_delay deactivates_never 2.00, 3.00 { Link ====front warlock on pass==== LIGHT FORCES (obje) Polygon 263.752, 19.129 194.375, 42.579 198.043, 52.829 270.190, 52.911 Closed Polygon Flag } Anyone near the rear pass warlock? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 265.657, 45.959 277.836, 29.495 256.196, 15.502 229.368, 33.598 244.881, 46.751 Closed Polygon Flag Link LIGHT FORCES Activates on Success Rear pass warlocks attack } Rear pass warlocks attack [Attack] no_initial_delay flag 2.00, 5.00 { Link ==== back left warlock on pass ==== ==== back right warlock on pass ==== LIGHT FORCES (obje) Polygon 268.350, 49.782 287.868, 35.626 260.930, 17.680 229.739, 34.057 238.565, 53.622 Closed Polygon Flag Activates on Failure Anyone near the rear pass warlock? } ------------------------------------------------------------------- ===================================== { } Anyone need to be ambushed? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link LIGHT FORCES SOULBLIGHTER'S FORCES Polygon 216.026, 161.846 201.967, 115.409 166.471, 116.206 198.684, 164.971 Closed Polygon Flag Activates on Success Amush platoon visible } Amush platoon visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Activates on Success Ambush platoon Link ambush warlock Visible Flag true World Knot Visibility Flag true } Ambush platoon [Platoon] only_initial_delay deactivates_never 2.00, 2.00 { Initial State Ambush movement Initial Squads ambush warlock squad Centerpoint 192.358, 119.229 Facing 120.59 } ambush warlock { (subj, monster_identifier) 10109 (warlock) 10309 (warlock) } ambush warlock squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ambush warlock Facing 0.00 Centerpoint 192.858, 120.129 Formation 3 } Ambush movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 190.676, 120.917 177.899, 125.008 169.075, 137.010 172.954, 151.932 190.772, 151.342 226.756, 146.874 248.631, 124.317 269.374, 98.567 289.524, 83.413 287.227, 84.528 Waypoint Radii Radii 18.000 24.000 Loop Flag } ===================================== { } Any LIGHT FORCES on south mesa? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 98.243, 147.145 115.213, 146.510 112.405, 121.215 93.825, 126.098 Closed Polygon Flag Activates on Success Is the south cave clear of others? Link LIGHT FORCES } Is the south cave clear of others? [Test Unit] deactivates_on_execution 1.00, 1.00 { Unit Count Equal To 0 Link LIGHT FORCES SOULBLIGHTER'S FORCES THE DECEIVER'S FORCES Polygon 110.002, 139.958 118.040, 140.061 117.959, 130.006 110.040, 129.973 Closed Polygon Flag Activates on Success open south cave Activates on Failure Any LIGHT FORCES on south mesa? } open south cave [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10002 (13 snow cave rise) Start Forward Flag Activates on Success South Rock commandos visible } ===================================== { } South Rock Warlock commandos { (subj, monster_identifier) 10252 (warlock) 10297 (warlock) } South Rock commandos visible [Unit Control] deactivates_on_trigger 2.00, 2.00 { Link South Rock Warlock commandos Visible Flag true Activates on Success South Rock commando platoon World Knot Visibility Flag true } South Rock commando platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State South Rock commandos movement Initial Squads South Rock Warlock commandos squad Centerpoint 113.663, 135.428 Facing 178.24 } South Rock Warlock commandos squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link South Rock Warlock commandos Facing 0.00 Centerpoint 113.635, 135.407 Formation 3 } South Rock commandos movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 97.995, 134.356 83.725, 122.739 107.782, 103.626 160.290, 60.672 201.557, 85.643 243.456, 80.876 286.180, 82.391 283.870, 82.608 Waypoint Radii Radii 18.000 20.000 Loop Flag } ===================================== { } ===================================== { } Any LIGHT FORCES on north mesa? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 68.368, 87.278 85.108, 88.368 86.260, 64.342 76.079, 62.747 Closed Polygon Flag Activates on Success Is the north cave clear of others? Link LIGHT FORCES } Is the north cave clear of others? [Test Unit] deactivates_on_execution 1.00, 1.00 { Unit Count Equal To 0 Link SOULBLIGHTER'S FORCES LIGHT FORCES THE DECEIVER'S FORCES Polygon 92.001, 82.001 101.965, 82.026 101.930, 73.024 92.024, 73.010 Closed Polygon Flag Activates on Success open north cave Activates on Failure Any LIGHT FORCES on north mesa? } open north cave [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (13 snow cave rise) Start Forward Flag Activates on Success #1 Rock commandos visible } ===================================== { } Give carrier artifact [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== First berserk carrier ==== Give Monster Artifact or Projectile 10002 (13 Deceiver's staff to throw) } ===================================== { } ------------------------------------------------------------------- ===================================== { } ------------------------------------------------------------------- ==== End game maul ==== { (subj, monster_identifier) 10260 (maul) 10261 (maul) 10262 (maul) 10263 (maul) 10264 (maul) 10265 (maul) 10266 (maul) 10267 (maul) 10268 (maul) 10269 (maul) 10270 (maul) 10271 (maul) 10272 (maul) 10273 (maul) 10274 (maul) 10275 (maul) 10276 (maul) 10277 (maul) 10278 (maul) 10279 (maul) 10280 (maul) 10281 (maul) 10282 (maul) 10283 (maul) } ==== End game maul (obje) ==== { (subj, monster_identifier) 10260 (maul) 10261 (maul) 10262 (maul) 10263 (maul) 10264 (maul) 10265 (maul) 10266 (maul) 10267 (maul) 10268 (maul) 10269 (maul) 10270 (maul) 10271 (maul) 10272 (maul) 10273 (maul) 10274 (maul) 10275 (maul) 10276 (maul) 10277 (maul) 10278 (maul) 10279 (maul) 10280 (maul) 10281 (maul) 10282 (maul) 10283 (maul) } End game Maul visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== End game maul ==== Visible Flag Activates on Success End game Maul platoon } End game Maul platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State End game Maul platoon movement Initial Squads End game Maul squad Centerpoint 19.620, 39.262 Facing 354.73 Activates on Deactivation End game Maul attack } End game Maul squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 19.881, 39.397 Facing Formation 1 Link ==== End game maul ==== } End game Maul platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 34.061, 38.534 68.909, 50.475 108.194, 55.846 130.799, 72.596 171.622, 84.223 202.215, 81.020 228.159, 87.249 259.262, 91.749 276.915, 90.004 290.040, 84.133 296.727, 80.268 Waypoint Radii Radii 18.000 24.000 } End game Maul attack [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link ==== frozen deceiver (obje) ==== ==== End game maul ==== ==== deceiver x (obje) ==== } ------------------------------------------------------------------- ===================================== { } ------------------------------------------------------------------- ==== frozen deceiver ==== { (subj, monster_identifier) 10314 (13 deceiver frozen) } ==== frozen deceiver (enem) ==== { (enem, monster_identifier) 10314 (13 deceiver frozen) } ==== frozen deceiver (obje) ==== { (obje, monster_identifier) 10314 (13 deceiver frozen) } ==== deceiver x ==== { (subj, monster_identifier) 10072 (13 deceiver) } ==== deceiver x (obje) ==== { (obje, monster_identifier) 10072 (13 deceiver) } ------------------------------------------------------------------- <<<< deceiver's throwing staff >>>> { } Find the Deceiver's staff [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type 13dt Entire Map Results Action Identifier <<<< deceiver's throwing staff >>>> Tested items Inside Field Name obje } <<<< throwing staff carrier >>>> { } ------------------------------------------------------------------- Frozen Deceiver is barely alive [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ==== frozen deceiver ==== Health Fraction 0.00001 Does Not Autotarget Flag true Cannot Be Autotargeted Flag true } Is the frozen Deceiver dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link ==== frozen deceiver ==== Activates on Success LIGHT FORCES dead, end game. Turn on invisible observer <--- Dead Deceiver camera ---> } Turn on invisible observer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10323 (berserk observer) Visible Flag true } <--- Dead Deceiver camera ---> [Observer Movement] deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Destination 313.323, 77.313 Final Facing 170.91 Maximum Time Before Cutting 0.00001 } Check to see if there is a staff carrier near deceiver [Action List] initially_active deactivates_never 4.00, 4.00 { Actions to Activate Who is the staff carrier? } Who is the staff carrier? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link LIGHT FORCES Entire Map Holding Object 13dt Results Action Identifier <<<< throwing staff carrier >>>> Tested items Inside Field Name subj Activates on Success Staff carrier near the frozen Deceiver? Activates on Failure Check to see if there is a staff carrier near deceiver } Staff carrier near the frozen Deceiver? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Activates on Success Loose control of staff carrier Activates on Failure Check to see if there is a staff carrier near deceiver Unit Count Greater Than 0 Polygon 307.020, 86.940 306.946, 70.987 293.088, 66.993 293.336, 85.627 301.415, 92.905 Closed Polygon Flag } Loose control of staff carrier [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Received User Control Flag false Ignores User Control Flag true Does Not Autotarget Flag true Cannot Be Autotargeted Flag true Activates on Success Is the staff carrier a Jman? } Are all the berserks near the frozen deceiver? [Test Unit] initially_active deactivates_on_successful_execution 5.00, 5.00 { Polygon 306.053, 84.907 306.579, 74.424 299.715, 69.963 295.600, 78.809 300.704, 87.424 Closed Polygon Flag Link ====Berserks==== Activates on Success Is there more than one berserk left? Reversed Polygon Flag Unit Count Equal To 0 Inhibitions Staff carrier near the frozen Deceiver? } Is there more than one berserk left? [Test Unit] deactivates_on_execution 4.00, 4.00 { Unit Count Greater Than 1 Link ====Berserks==== Polygon 292.954, 96.487 309.827, 91.897 311.297, 67.034 288.542, 64.350 282.305, 78.217 Closed Polygon Flag Activates on Success (Berserk) "Where's the scepter?" (Berserk) "I don't have it. I thought you had it!" Activates on Failure (Berserk) "Where's the scepter?" Inhibitions Staff carrier near the frozen Deceiver? } ------------------------------------------------------------------- Is the staff carrier a Jman? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link ====Journeyman==== Holding Object 13dt Results Action Identifier <<<< throwing staff carrier >>>> Tested items Inside Field Name subj Activates on Success It's a Jman! Activates on Failure Is the staff carrier a berserk? Entire Map } It's a Jman! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away the Jman's throwing staff. } Take away the Jman's throwing staff. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Activates on Success Give the Jman his Jman staff Remove Artifact Flag true } Give the Jman his Jman staff [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Give Monster Artifact or Projectile 10004 (13 Deceiver's staff (jman)) Activates on Success Staff carrier approaches the Deceiver } Is the staff carrier a berserk? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link ====Berserks==== Holding Object 13dt Results Action Identifier <<<< throwing staff carrier >>>> Tested items Inside Field Name subj Activates on Success It's a Berserk! Activates on Failure Is the staff carrier an archer? Entire Map } It's a Berserk! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away the Berserk's throwing staff. } Take away the Berserk's throwing staff. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Activates on Success Give the Berserk his Berserk staff Remove Artifact Flag true } Give the Berserk his Berserk staff [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Give Monster Artifact or Projectile 10006 (13 Deceiver's staff (berserk)) Activates on Success Staff carrier approaches the Deceiver } Is the staff carrier an archer? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link ==== archers ==== Holding Object 13dt Results Action Identifier <<<< throwing staff carrier >>>> Tested items Inside Field Name subj Activates on Success It's an archer! Activates on Failure It's a dwarf! Entire Map } It's an archer! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away the Archer's throwing staff. } Take away the Archer's throwing staff. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Activates on Success Give the Archer his Archer staff Remove Artifact Flag true } Give the Archer his Archer staff [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Give Monster Artifact or Projectile 10005 (13 Deceiver's staff (archer)) Activates on Success Staff carrier approaches the Deceiver } It's a dwarf! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away the Dwarf's throwing staff. } Take away the Dwarf's throwing staff. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Activates on Success Give the Dwarf his Dwarf staff Remove Artifact Flag true } Give the Dwarf his Dwarf staff [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Give Monster Artifact or Projectile 10007 (13 Deceiver's staff (dwarf)) Activates on Success Staff carrier approaches the Deceiver } ------------------------------------------------------------------- Staff carrier approaches the Deceiver [Movement] deactivates_on_successful_execution 0.00, 0.00 { Link <<<< throwing staff carrier >>>> Waypoints 301.348, 77.971 Activates on Success Staff carrier resurrects the Deceiver Pick a random phrase. Is the frozen Deceiver feeling better? } Staff carrier resurrects the Deceiver [Attack] only_initial_delay deactivates_on_trigger 3.00, 3.00 { Link <<<< throwing staff carrier >>>> ==== frozen deceiver (obje) ==== Use Special Ability Flag } ------------------------------------------------------------------- Is the frozen Deceiver feeling better? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ==== frozen deceiver ==== Vitality Greater Than 0.50001 Activates on Success Arise, sir Deceiver! } Arise, sir Deceiver! [Action List] deactivates_on_trigger 3.00, 3.00 { Actions to Activate Frozen Deceiver invisible Actions to Deactivate Is the frozen Deceiver dead? } Frozen Deceiver invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== frozen deceiver ==== Invisible Flag Activates on Success Deceiver x visible } Deceiver x visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== deceiver x ==== Visible Flag Use Monster Entrance Flag Activates on Success Deceiver x faces staff carrier Cannot Be Autotargeted Flag true Does Not Autotarget Flag true } Deceiver x faces staff carrier [Movement] deactivates_on_successful_execution 2.00, 2.00 { Waypoints 303.567, 77.920 Link ==== deceiver x ==== Final Facing 182.11 Activates on Success We're outta here! You win! "Close enough, now let us away!" Deactivates On Success Are LIGHT FORCES dead? } We're outta here! [Unit Control] deactivates_on_trigger 2.00, 2.00 { Link ==== deceiver x ==== LIGHT FORCES Invisible Flag Tain Visibility Flag } You win! [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag No Celebration true } ------------------------------------------------------------------- ==== #1 confusion warlock ==== { (subj, monster_identifier) 10315 (warlock) } #1 confusion warlock confuses [Attack] initially_active, no_initial_delay deactivates_never 2.00, 2.00 { Link ==== #1 confusion warlock ==== SOULBLIGHTER'S MAUL FORCES (obje) SOULBLIGHTER'S SOULLESS FORCES (obje) Use Special Ability Flag Polygon 110.643, 68.362 100.655, 54.459 74.793, 49.667 62.159, 62.458 54.729, 79.901 76.903, 99.530 98.161, 94.313 109.448, 89.196 Closed Polygon Flag } ------------------------------------------------------------------- ------------------------------------ { } ------------------------------------------------------------------- Trigger end game battles? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 220.827, 31.606 245.940, 156.891 255.262, 146.196 226.530, 31.661 Closed Polygon Flag Link LIGHT FORCES Activates on Success End game Maul visible } ==== inner wall ==== { (subj, monster_identifier) 10316 (warlock) 10317 (warlock) 10318 (warlock) 10319 (warlock) 10320 (warlock) 10321 (warlock) } ==== #1 warlock inner wall ==== { (subj, monster_identifier) 10320 (warlock) } ==== #2 warlock inner wall ==== { (subj, monster_identifier) 10316 (warlock) } ==== #3 warlock inner wall ==== { (subj, monster_identifier) 10317 (warlock) } ==== #4 warlock inner wall ==== { (subj, monster_identifier) 10318 (warlock) } ==== #5 warlock inner wall ==== { (subj, monster_identifier) 10319 (warlock) } ==== #6 warlock inner wall ==== { (subj, monster_identifier) 10321 (warlock) } Inner wall legion [Legion (defensive)] deactivates_never 2.00, 2.00 { Group Count 6 Line 295.795, 78.917 279.430, 84.036 Group Centerpoint Array 297.649, 88.321 296.252, 84.930 296.241, 81.762 295.403, 78.815 294.086, 74.877 295.161, 70.993 Group Unit Container Array ==== #1 warlock inner wall ==== ==== #2 warlock inner wall ==== ==== #3 warlock inner wall ==== ==== #4 warlock inner wall ==== ==== #5 warlock inner wall ==== ==== #6 warlock inner wall ==== Global Centerpoint 295.532, 79.010 Group Facing Array 140.98 153.63 178.24 181.05 190.55 209.53 Group Formation Array 3 3 3 3 3 3 Outer Attack Radius 24.000 Inner Attack Radius 18.000 } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------ { } ------------------------------------------------------------------- Everybody's blue till I say. [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ====Berserks==== Ignores User Control Flag true } begin game section [Action List] initially_active deactivates_on_trigger 1.00, 1.00 { Actions to Activate "Do you remember the words you must say over him?" "Yeah yeah yeah..." "Look! I ken the words - now get moving!" "Well... recite them." party leaves Berserk picks up staff Has he picked it up yet? } "Do you remember the words you must say over him?" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (jman) Do you remember the w Override Flag Monster 10242 (12 journeyman) } "Yeah yeah yeah..." [Sound Action] deactivates_on_trigger 2.00, 2.00 { Sound Tag 13 (berserk) Yeah yeah yeah Override Flag Monster 10326 (berserk) } "Well... recite them." [Sound Action] deactivates_on_trigger 4.00, 4.00 { Sound Tag 13 (jman) Well... recite them Override Flag Monster 10242 (12 journeyman) } "Look! I ken the words - now get moving!" [Sound Action] deactivates_on_trigger 5.00, 5.00 { Sound Tag 13 (berserk) Look! I ken the wo Override Flag Monster 10326 (berserk) } First camera shot [Observer Movement] deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Destination 47.803, 126.887 Final Facing 296.97 } party leaves [Movement] only_initial_delay deactivates_on_successful_execution 8.00, 8.00 { Waypoints 3.889, 178.922 Activates on Success erase party Link ====Journeyman==== ==== dwarves ==== ==== archers ==== } erase party [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag true Link ====Journeyman==== ==== dwarves ==== ==== archers ==== } Berserk picks up staff [Pick Up Object] only_initial_delay deactivates_on_successful_execution 8.00, 8.00 { Object 10002 (13 Deceiver's staff to throw) Monsters 10326 (berserk) } Has he picked it up yet? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ==== First berserk carrier ==== Object Held 13dt Activates on Success serks turn around } serks turn around [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.440, 116.116 Monsters 10187 (berserk) 10185 (berserk) 10186 (berserk) 10188 (berserk) 10285 (berserk) 10326 (berserk) Formation Index 1 Final Facing 15.82 Activates On Activation Okay, I say you can have 'em back. } Okay, I say you can have 'em back. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Berserks==== Ignores User Control Flag false } ------------------------------------------------------------------- ------------------------------------ { } Pick a random phrase. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate "Er... claptrap verboso... um... neckbone." "Um... clambake veratus... er... nicktoo?" "Clatu... um... virtuoso nomnom." Random Selection Flag } "Er... claptrap verboso... um... neckbone." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (berserk) Er... claptrap ver Override Flag Monster 10188 (berserk) 10285 (berserk) 10186 (berserk) 10185 (berserk) 10187 (berserk) 10326 (berserk) } "Um... clambake veratus... er... nicktoo?" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (berserk) Um... clambake ver Override Flag Monster 10188 (berserk) 10285 (berserk) 10186 (berserk) 10185 (berserk) 10187 (berserk) 10326 (berserk) } "Clatu... um... virtuoso nomnom." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (berserk) Clatu... um... vir Override Flag Monster 10188 (berserk) 10285 (berserk) 10186 (berserk) 10185 (berserk) 10187 (berserk) 10326 (berserk) } "Close enough, now let us away!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (Deciever) Close enough, now Override Flag Monster 10072 (13 deceiver) } (Bowmen) "Don't follow us. Go find The Deceiver!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (jman) Don't follow us Override Flag Monster 10328 (bowman) 10289 (bowman) 10290 (bowman) 10327 (bowman) } (Berserk) "Where's the scepter?" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 13 (berserk) Where' s the scept Override Flag Monster 10185 (berserk) 10187 (berserk) 10186 (berserk) 10285 (berserk) 10188 (berserk) 10326 (berserk) } (Berserk) "I don't have it. I thought you had it!" [Sound Action] deactivates_on_trigger 4.00, 4.00 { Sound Tag 13 (berserk) I don't have it. I Override Flag Monster 10185 (berserk) 10187 (berserk) 10186 (berserk) 10285 (berserk) 10188 (berserk) 10326 (berserk) } Are the berserks following the jman? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Greater Than 0 Polygon 48.045, 126.631 40.534, 115.891 0.526, 165.301 2.342, 184.092 37.333, 175.323 Closed Polygon Flag Link ====Berserks==== Activates on Success (Bowmen) "Don't follow us. Go find The Deceiver!" } ------------------------------------ { } ------------------------------------------------------------------- ==== Heroic south patrol ==== { (subj, monster_identifier) 10324 (warlock) } ==== Heroic south patrol 2 ==== { (subj, monster_identifier) 10325 (warlock) } Heroic south platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Ambush movement Initial Squads Heroic south patrol squad Heroic south patrol squad 2 Centerpoint 282.213, 115.124 Facing 156.80 } Heroic south patrol squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ==== Heroic south patrol ==== Facing 0.00 Centerpoint 279.758, 109.590 Formation 3 } Heroic south patrol squad 2 [Squad] deactivates_on_trigger 0.00, 0.00 { Link ==== Heroic south patrol 2 ==== Facing 0.00 Centerpoint 283.581, 118.403 Formation 3 } Ambush movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 285.016, 100.602 281.051, 108.417 272.110, 119.094 262.083, 124.682 254.883, 131.309 248.424, 134.702 240.184, 136.176 236.864, 144.387 227.254, 144.647 219.432, 149.647 210.944, 150.125 200.915, 148.381 193.151, 150.083 181.633, 151.292 168.469, 150.088 Waypoint Radii Radii 18.000 24.000 Loop Flag } Any 'serks where they don't belong [Geometry Filter] initially_active deactivates_never 5.00, 7.00 { Link ====Berserks==== Polygon Points 14.690, 166.702 0.114, 175.381 0.276, 183.104 16.848, 178.426 Polygon Closed Flag Results Action Identifier << bad 'serks >> Tested items Inside Field Name subj Activates on Success Clear bad 'serk's buffer } << bad 'serks >> { } Clear bad 'serk's buffer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link << bad 'serks >> Received User Control Flag false Activates on Success Get outta here! } Get outta here! [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 26.975, 165.219 Link << bad 'serks >> Formation Index 5 Final Facing 348.40 } -------------------------------------------------------------------