Choose which side of dam to attack [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Left side attack Right side attack Random Selection Flag } Left side attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate #1 group initiated } Right side attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate #4 group initiated } LIGHT FORCES { Link ====Archers==== ====Dwarves==== ====Berserks==== ====Heron Guards==== ====Warlocks==== } LIGHT FORCES (obje) { (obje, monster_identifier) 10021 (berserk) 10020 (berserk) 10019 (berserk) 10024 (berserk) 10023 (berserk) 10022 (berserk) 10031 (heron guard) 10032 (heron guard) 10007 (bowman) 10008 (bowman) 10009 (bowman) 10010 (bowman) 10033 (warlock) 10028 (dwarf) 10026 (dwarf) 10003 (bowman) 10004 (bowman) 10005 (bowman) 10006 (bowman) 10025 (dwarf) 10034 (warlock) 10029 (heron guard) 10030 (heron guard) 10018 (berserk) 10013 (berserk) 10014 (berserk) 10015 (berserk) 10017 (berserk) 10016 (berserk) 10027 (dwarf) } LIGHT FORCES (enem) { (enem, monster_identifier) 10021 (berserk) 10020 (berserk) 10019 (berserk) 10024 (berserk) 10023 (berserk) 10022 (berserk) 10031 (heron guard) 10032 (heron guard) 10007 (bowman) 10008 (bowman) 10009 (bowman) 10010 (bowman) 10033 (warlock) 10028 (dwarf) 10026 (dwarf) 10003 (bowman) 10004 (bowman) 10005 (bowman) 10006 (bowman) 10025 (dwarf) 10034 (warlock) 10029 (heron guard) 10030 (heron guard) 10018 (berserk) 10013 (berserk) 10014 (berserk) 10015 (berserk) 10017 (berserk) 10016 (berserk) 10027 (dwarf) } ====Dwarves==== { (subj, monster_identifier) 10025 (dwarf) 10026 (dwarf) 10027 (dwarf) 10028 (dwarf) } ====Warlocks==== { (subj, monster_identifier) 10033 (warlock) 10034 (warlock) } ====Archers==== { (subj, monster_identifier) 10007 (bowman) 10008 (bowman) 10009 (bowman) 10010 (bowman) 10003 (bowman) 10004 (bowman) 10005 (bowman) 10006 (bowman) } ====Heron Guards==== { (subj, monster_identifier) 10029 (heron guard) 10030 (heron guard) 10032 (heron guard) 10031 (heron guard) } ====Berserks==== { (subj, monster_identifier) 10024 (berserk) 10019 (berserk) 10023 (berserk) 10022 (berserk) 10020 (berserk) 10021 (berserk) 10017 (berserk) 10016 (berserk) 10015 (berserk) 10014 (berserk) 10013 (berserk) 10018 (berserk) } ------------------------------------------------------------------- DARK FORCES { Link ====#1a river wight==== ====#1b river wight==== ====#1c river wight==== ====#2a river wight==== ====#2b river wight==== ====#2c river wight==== ====#3a river wight==== ====#3b river wight==== ====#3c river wight==== ====#4a river wight==== ====#4b river wight==== ====#4c river wight==== ====#5a river wight==== ====#5b river wight==== ====#5c river wight==== ====#6a river wight==== ====#6b river wight==== ====#6c river wight==== ====#7a river wight==== ====#7b river wight==== ====#7c river wight==== ====river thrall #1==== ====river thrall #2==== ====river thrall #3==== ====#1 ghols==== ====#1 mauls==== ====#1 thrall==== ====#1 dark archers==== ====#2 ghols==== ====#2 thrall==== ====#2 mauls==== ====#3 ghols==== ====#4 ghols==== ====#4 dark archers==== ====#4 mauls==== ====#4 thrall==== ====#1 Myrkridia==== ====#1 lake wights==== ====#2 Myrkridia==== ====#2 lake wights==== legendary bonus ====East fetch==== ====West fetch==== ====East river sweepers==== ==== 7 wights of death ==== ==== Final wave of thrall (really) ==== } ====#1a river wight==== { (subj, monster_identifier) 10115 (wight) } ====#1b river wight==== { (subj, monster_identifier) 10114 (wight) } ====#1c river wight==== { (subj, monster_identifier) 10113 (wight) } ====#2a river wight==== { (subj, monster_identifier) 10112 (wight) } ====#2b river wight==== { (subj, monster_identifier) 10111 (wight) } ====#2c river wight==== { (subj, monster_identifier) 10110 (wight) } ====#3a river wight==== { (subj, monster_identifier) 10107 (wight) } ====#3b river wight==== { (subj, monster_identifier) 10108 (wight) } ====#3c river wight==== { (subj, monster_identifier) 10109 (wight) } ====#4a river wight==== { (subj, monster_identifier) 10104 (wight) } ====#4b river wight==== { (subj, monster_identifier) 10105 (wight) } ====#4c river wight==== { (subj, monster_identifier) 10106 (wight) } ====#5a river wight==== { (subj, monster_identifier) 10101 (wight) } ====#5b river wight==== { (subj, monster_identifier) 10102 (wight) } ====#5c river wight==== { (subj, monster_identifier) 10103 (wight) } ====#6a river wight==== { (subj, monster_identifier) 10098 (wight) } ====#6b river wight==== { (subj, monster_identifier) 10099 (wight) } ====#6c river wight==== { (subj, monster_identifier) 10100 (wight) } ====#7a river wight==== { (subj, monster_identifier) 10095 (wight) } ====#7b river wight==== { (subj, monster_identifier) 10096 (wight) } ====#7c river wight==== { (subj, monster_identifier) 10097 (wight) } ====river thrall #1==== { (subj, monster_identifier) 10127 (thrall) 10126 (thrall) 10120 (thrall) 10121 (thrall) } ====river thrall #2==== { (subj, monster_identifier) 10118 (thrall) 10124 (thrall) 10119 (thrall) 10125 (thrall) } ====river thrall #3==== { (subj, monster_identifier) 10116 (thrall) 10122 (thrall) 10123 (thrall) 10117 (thrall) } ====river thrall #4==== { (subj, monster_identifier) 10184 (thrall) 10185 (thrall) 10186 (thrall) 10187 (thrall) } ====river thrall #5==== { (subj, monster_identifier) 10188 (thrall) 10190 (thrall) 10192 (thrall) 10194 (thrall) } ====river thrall #6==== { (subj, monster_identifier) 10189 (thrall) 10191 (thrall) 10193 (thrall) 10195 (thrall) } ====river thrall #7==== { (subj, monster_identifier) 10196 (thrall) 10197 (thrall) 10198 (thrall) 10199 (thrall) } ===================================== { } ===================================== { } Send the next River attack [Action List] initially_active, no_initial_delay flag 60.00, 60.00 { Actions to Activate #1 river attack #2 river attack #3 river attack #4 river attack #5 river attack #6 river attack #7 river attack Activate Only One } ==== { } #1 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #1 river wights don't autotarget #1a river wight moves into position #1 river thrall move into position #1 river thrall being attacked? #1 river thrall near LIGHT FORCES? #1b river wight moves into position #1c river wight moves into position } #1a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#1a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #1a river wight moves to base left #1a river wight moves to base right } #1b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#1b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #1b river wight moves to base left #1b river wight moves to base right } #1c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#1c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #1c river wight moves to base left #1c river wight moves to base right } #1 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1a river wight==== ====#1b river wight==== ====#1c river wight==== Does Not Autotarget Flag true } #1 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #1==== Formation Index 1 Final Facing 267.54 Activates on Success #1 river thrall attack } #1 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #1==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #1 river thrall attack Deactivates On Success #1 river thrall move into position } #1 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #1==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #1 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #1==== Attack All Enemies Flag } #1a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#1a river wight==== Activates on Success #1a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #1b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#1b river wight==== Activates on Success #1b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #1c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#1c river wight==== Activates on Success #1c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #1a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#1a river wight==== Activates on Success #1a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #1b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#1b river wight==== Activates on Success #1b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #1c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#1c river wight==== Activates on Success #1c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #1a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#1a river wight==== Command Type 3 } #1b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#1b river wight==== Command Type 3 } #1c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#1c river wight==== Command Type 3 } ==== { } #2 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #2 river wights don't autotarget #2a river wight moves into position #2 river thrall move into position #2 river thrall being attacked? #2 river thrall near LIGHT FORCES? #2b river wight moves into position #2c river wight moves into position } #2a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#2a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #2a river wight moves to base left #2a river wight moves to base right } #2b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#2b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #2b river wight moves to base left #2b river wight moves to base right } #2c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#2c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #2c river wight moves to base left #2c river wight moves to base right } #2 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#2a river wight==== ====#2b river wight==== ====#2c river wight==== Does Not Autotarget Flag true } #2 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #2==== Formation Index 1 Final Facing 267.54 Activates on Success #2 river thrall attack } #2 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #2==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #2 river thrall attack Deactivates On Success #2 river thrall move into position } #2 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #2==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #2 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #2==== Attack All Enemies Flag } #2a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#2a river wight==== Activates on Success #2a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #2b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#2b river wight==== Activates on Success #2b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #2c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#2c river wight==== Activates on Success #2c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #2a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#2a river wight==== Activates on Success #2a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #2b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#2b river wight==== Activates on Success #2b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #2c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#2c river wight==== Activates on Success #2c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #2a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#2a river wight==== Command Type 3 } #2b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#2b river wight==== Command Type 3 } #2c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#2c river wight==== Command Type 3 } ==== { } #3 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #3 river wights don't autotarget #3a river wight moves into position #3 river thrall move into position #3 river thrall being attacked? #3 river thrall near LIGHT FORCES? #3b river wight moves into position #3c river wight moves into position } #3a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#3a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #3a river wight moves to base left #3a river wight moves to base right } #3b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#3b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #3b river wight moves to base left #3b river wight moves to base right } #3c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#3c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #3c river wight moves to base left #3c river wight moves to base right } #3 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#3a river wight==== ====#3b river wight==== ====#3c river wight==== Does Not Autotarget Flag true } #3 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #3==== Formation Index 1 Final Facing 267.54 Activates on Success #3 river thrall attack } #3 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #3==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #3 river thrall attack Deactivates On Success #3 river thrall move into position } #3 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #3==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #3 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #3==== Attack All Enemies Flag } #3a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#3a river wight==== Activates on Success #3a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #3b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#3b river wight==== Activates on Success #3b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #3c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#3c river wight==== Activates on Success #3c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #3a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#3a river wight==== Activates on Success #3a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #3b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#3b river wight==== Activates on Success #3b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #3c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#3c river wight==== Activates on Success #3c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #3a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#3a river wight==== Command Type 3 } #3b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#3b river wight==== Command Type 3 } #3c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#3c river wight==== Command Type 3 } ==== { } vvvvv--- Line below activates other wave--- vvvv { } #4 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #4 river wights don't autotarget #4a river wight moves into position #4 river thrall move into position #4 river thrall being attacked? #4 river thrall near LIGHT FORCES? #4b river wight moves into position #4c river wight moves into position #4 group not chosen, attack #1 group not chosen, attack Pick a sound, any sound. } #4a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#4a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #4a river wight moves to base left #4a river wight moves to base right } #4b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#4b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #4b river wight moves to base left #4b river wight moves to base right } #4c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#4c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #4c river wight moves to base left #4c river wight moves to base right } #4 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#4a river wight==== ====#4b river wight==== ====#4c river wight==== Does Not Autotarget Flag true } #4 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #4==== Formation Index 1 Final Facing 267.54 Activates on Success #4 river thrall attack } #4 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #4==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #4 river thrall attack Deactivates On Success #4 river thrall move into position } #4 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #4==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #4 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #4==== Attack All Enemies Flag } #4a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#4a river wight==== Activates on Success #4a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #4b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#4b river wight==== Activates on Success #4b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #4c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#4c river wight==== Activates on Success #4c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #4a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#4a river wight==== Activates on Success #4a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #4b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#4b river wight==== Activates on Success #4b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #4c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#4c river wight==== Activates on Success #4c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #4a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#4a river wight==== Command Type 3 } #4b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#4b river wight==== Command Type 3 } #4c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#4c river wight==== Command Type 3 } ==== { } vvvvv Line below activates Lake wights vvvv { } #5 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #5 river wights don't autotarget #5a river wight moves into position #5 river thrall move into position #5 river thrall being attacked? #5 river thrall near LIGHT FORCES? #5b river wight moves into position #5c river wight moves into position Start the lake wights legendary bonus attack } #5a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#5a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #5a river wight moves to base left #5a river wight moves to base right } #5b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#5b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #5b river wight moves to base left #5b river wight moves to base right } #5c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#5c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #5c river wight moves to base left #5c river wight moves to base right } #5 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#5a river wight==== ====#5b river wight==== ====#5c river wight==== Does Not Autotarget Flag true } #5 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #5==== Formation Index 1 Final Facing 267.54 Activates on Success #5 river thrall attack } #5 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #5==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #5 river thrall attack Deactivates On Success #5 river thrall move into position } #5 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #5==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #5 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #5==== Attack All Enemies Flag } #5a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#5a river wight==== Activates on Success #5a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #5b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#5b river wight==== Activates on Success #5b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #5c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#5c river wight==== Activates on Success #5c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #5a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#5a river wight==== Activates on Success #5a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #5b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#5b river wight==== Activates on Success #5b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #5c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#5c river wight==== Activates on Success #5c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #5a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#5a river wight==== Command Type 3 } #5b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#5b river wight==== Command Type 3 } #5c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#5c river wight==== Command Type 3 } ==== { } vvvvv--- Line below activates #2 or #3 group--- vvvv { } #6 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #6 river wights don't autotarget #6a river wight moves into position #6 river thrall move into position #6 river thrall being attacked? #6 river thrall near LIGHT FORCES? #6b river wight moves into position #6c river wight moves into position #2 ghols only initiated #2 group initiated #2 Ghols not needed #3 ghols only initiated #3 group initiated #3 Ghols not needed } #6a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#6a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #6a river wight moves to base left #6a river wight moves to base right } #6b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#6b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #6b river wight moves to base left #6b river wight moves to base right } #6c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#6c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #6c river wight moves to base left #6c river wight moves to base right } #6 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#6a river wight==== ====#6b river wight==== ====#6c river wight==== Does Not Autotarget Flag true } #6 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #6==== Formation Index 1 Final Facing 267.54 Activates on Success #6 river thrall attack } #6 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #6==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #6 river thrall attack Deactivates On Success #6 river thrall move into position } #6 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #6==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #6 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #6==== Attack All Enemies Flag } #6a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#6a river wight==== Activates on Success #6a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #6b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#6b river wight==== Activates on Success #6b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #6c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#6c river wight==== Activates on Success #6c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #6a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#6a river wight==== Activates on Success #6a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #6b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#6b river wight==== Activates on Success #6b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #6c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#6c river wight==== Activates on Success #6c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #6a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#6a river wight==== Command Type 3 } #6b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#6b river wight==== Command Type 3 } #6c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#6c river wight==== Command Type 3 } ==== { } vvvvv Line below activates Myrkridia vvvv { } #7 river attack [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #7 river wights don't autotarget #7a river wight moves into position #7 river thrall move into position #7 river thrall being attacked? #7 river thrall near LIGHT FORCES? #7b river wight moves into position #7c river wight moves into position Start #1 myrkridia Is #7c river wight dead? } #7a river wight moves into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#7a river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #7a river wight moves to base left #7a river wight moves to base right } #7b river wight moves into position [Movement] activates_only_once deactivates_on_trigger 15.00, 15.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#7b river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #7b river wight moves to base left #7b river wight moves to base right } #7c river wight moves into position [Movement] activates_only_once deactivates_on_trigger 30.00, 30.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====#7c river wight==== Formation Index 5 Final Facing 267.54 Activates on Success #7c river wight moves to base left #7c river wight moves to base right } #7 river wights don't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#7a river wight==== ====#7b river wight==== ====#7c river wight==== Does Not Autotarget Flag true } #7 river thrall move into position [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 101.049, 149.827 112.430, 118.399 112.206, 94.092 Link ====river thrall #7==== Formation Index 1 Final Facing 267.54 Activates on Success #7 river thrall attack } #7 river thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #7==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #7 river thrall attack Deactivates On Success #7 river thrall move into position } #7 river thrall near LIGHT FORCES? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====river thrall #7==== LIGHT FORCES (obje) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 } #7 river thrall attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====river thrall #7==== Attack All Enemies Flag } #7a river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#7a river wight==== Activates on Success #7a river wight attack dam base Formation Index 9 Prerequisites Left side attack } #7b river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#7b river wight==== Activates on Success #7b river wight attack dam base Formation Index 9 Prerequisites Left side attack } #7c river wight moves to base left [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 118.184, 86.856 Link ====#7c river wight==== Activates on Success #7c river wight attack dam base Formation Index 9 Prerequisites Left side attack } #7a river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#7a river wight==== Activates on Success #7a river wight attack dam base Formation Index 9 Prerequisites Right side attack } #7b river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#7b river wight==== Activates on Success #7b river wight attack dam base Formation Index 9 Prerequisites Right side attack } #7c river wight moves to base right [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 106.514, 86.493 Link ====#7c river wight==== Activates on Success #7c river wight attack dam base Formation Index 9 Prerequisites Right side attack } #7a river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#7a river wight==== Command Type 3 } #7b river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#7b river wight==== Command Type 3 } #7c river wight attack dam base [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#7c river wight==== Command Type 3 } ==== { } ====#1 ghols==== { (subj, monster_identifier) 10066 (ghol) 10064 (ghol) 10063 (ghol) 10065 (ghol) 10070 (ghol) 10069 (ghol) 10067 (ghol) 10068 (ghol) } ====#1 mauls==== { (subj, monster_identifier) 10071 (maul) 10073 (maul) 10076 (maul) 10075 (maul) 10074 (maul) 10072 (maul) } ====#1 thrall==== { (subj, monster_identifier) 10157 (thrall) 10159 (thrall) 10152 (thrall) 10155 (thrall) 10160 (thrall) 10158 (thrall) 10163 (thrall) 10161 (thrall) 10156 (thrall) 10162 (thrall) 10153 (thrall) 10154 (thrall) } ====#1 dark archers==== { (subj, monster_identifier) 10206 (bowman (dark)) 10207 (bowman (dark)) 10208 (bowman (dark)) 10209 (bowman (dark)) 10210 (bowman (dark)) 10211 (bowman (dark)) } ====#2 ghols==== { (subj, monster_identifier) 10045 (ghol) 10046 (ghol) 10039 (ghol) 10041 (ghol) 10043 (ghol) 10040 (ghol) 10042 (ghol) 10044 (ghol) } ====#2 thrall==== { (subj, monster_identifier) 10140 (thrall) 10141 (thrall) 10147 (thrall) 10146 (thrall) 10149 (thrall) 10142 (thrall) 10143 (thrall) 10150 (thrall) 10148 (thrall) 10144 (thrall) 10145 (thrall) 10151 (thrall) } ====#2 mauls==== { (subj, monster_identifier) 10081 (maul) 10082 (maul) 10077 (maul) } ====#3 ghols==== { (subj, monster_identifier) 10051 (ghol) 10052 (ghol) 10050 (ghol) 10049 (ghol) 10047 (ghol) 10048 (ghol) 10053 (ghol) 10054 (ghol) } ====#3 thrall==== { (subj, monster_identifier) 10131 (thrall) 10130 (thrall) 10134 (thrall) 10137 (thrall) 10128 (thrall) 10133 (thrall) 10139 (thrall) 10136 (thrall) 10135 (thrall) 10129 (thrall) 10132 (thrall) 10138 (thrall) } ====#3 mauls==== { (subj, monster_identifier) 10086 (maul) 10083 (maul) 10088 (maul) } ====#3 ghols==== { (subj, monster_identifier) 10048 (ghol) 10050 (ghol) 10053 (ghol) 10052 (ghol) 10054 (ghol) 10049 (ghol) 10047 (ghol) 10051 (ghol) } ====#4 ghols==== { (subj, monster_identifier) 10058 (ghol) 10062 (ghol) 10055 (ghol) 10061 (ghol) 10060 (ghol) 10057 (ghol) 10059 (ghol) 10056 (ghol) } ====#4 dark archers==== { (subj, monster_identifier) 10200 (bowman (dark)) 10201 (bowman (dark)) 10202 (bowman (dark)) 10203 (bowman (dark)) 10204 (bowman (dark)) 10205 (bowman (dark)) } ====#4 mauls==== { (subj, monster_identifier) 10092 (maul) 10094 (maul) 10090 (maul) 10089 (maul) 10093 (maul) 10091 (maul) } ====#4 thrall==== { (subj, monster_identifier) 10165 (thrall) 10167 (thrall) 10175 (thrall) 10168 (thrall) 10173 (thrall) 10169 (thrall) 10171 (thrall) 10170 (thrall) 10166 (thrall) 10164 (thrall) 10174 (thrall) 10172 (thrall) } Ghols pick up satchel charges [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ====#1 ghols==== ====#2 ghols==== ====#3 ghols==== ====#4 ghols==== Give Monster Artifact or Projectile 10057 (dwarf satchel charge) 10058 (dwarf satchel charge) 10059 (dwarf satchel charge) 10060 (dwarf satchel charge) 10064 (dwarf satchel charge) 10063 (dwarf satchel charge) 10062 (dwarf satchel charge) 10061 (dwarf satchel charge) 10053 (dwarf satchel charge) 10054 (dwarf satchel charge) 10055 (dwarf satchel charge) 10056 (dwarf satchel charge) 10049 (dwarf satchel charge) 10050 (dwarf satchel charge) 10051 (dwarf satchel charge) 10052 (dwarf satchel charge) 10048 (dwarf satchel charge) 10047 (dwarf satchel charge) 10046 (dwarf satchel charge) 10045 (dwarf satchel charge) 10041 (dwarf satchel charge) 10042 (dwarf satchel charge) 10043 (dwarf satchel charge) 10044 (dwarf satchel charge) 10036 (dwarf satchel charge) 10035 (dwarf satchel charge) 10034 (dwarf satchel charge) 10033 (dwarf satchel charge) 10037 (dwarf satchel charge) 10038 (dwarf satchel charge) 10039 (dwarf satchel charge) 10040 (dwarf satchel charge) Activates On Execution Determine ghols not packing } <<<>>> { } Determine ghols not packing [Geometry Filter] deactivates_never 1.00, 2.00 { Link ====#1 ghols==== ====#4 ghols==== ====#2 ghols==== ====#3 ghols==== Entire Map Not Holding Object dwsc Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success Non-packing Ghols attack Inhibitions Are #1 ghols dead? Are #2 ghols dead? Are #3 ghols dead? Are #4 ghols dead? } Non-packing Ghols attack [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Link <<<>>> Attack All Enemies Flag } <<<>>> { } ==== { } #1 group initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #1 ghols move to dam #1 mauls move to dam Choose #1 dark archers movement Are #1 ghols dead? #1 thrall move to dam Are #1 thrall being attacked? Make #1 group visible West fetch move to dam } #1 group not chosen, attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make #1 group visible #1 ghols attack #1 mauls attack #1 dark archers attack #1 thrall attack West fetch attack LIGHT FORCES Prerequisites Right side attack } Make #1 group visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1 mauls==== ====#1 thrall==== ====#1 dark archers==== ====West fetch==== Visible Flag } #1 ghols move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 145.823, 148.016 145.891, 127.932 124.284, 108.778 121.165, 94.596 Link ====#1 ghols==== Activates on Success Have the #1 ghols placed their satchels? Formation Index 8 } Have the #1 ghols placed their satchels? [Geometry Filter] flag 2.00, 2.00 { Link ====#1 ghols==== Holding Object dwsc Activates on Failure #1 mauls attack #1 ghols attack Entire Map Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success #1 ghols place satchels } #1 ghols place satchels [Attack] deactivates_on_execution 0.00, 0.00 { Link <<<>>> Attack Ground Location 118.770, 87.211 117.948, 87.387 117.926, 88.475 118.620, 88.356 117.262, 87.362 117.522, 86.477 } #1 ghols attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#1 ghols==== Attack All Enemies Flag Deactivates On Activation Are #1 ghols dead? #1 ghols place satchels Have the #1 ghols placed their satchels? } Are #1 ghols dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#1 ghols==== Activates on Success #1 dark archers attack #1 mauls attack } #1 mauls move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 121.895, 90.440 Link ====#1 mauls==== Formation Index 1 Final Facing 309.02 Activates on Success #1 mauls don't autotarget as shield #1 mauls GUARD as shield Activates On Activation Put LIGHT FORCES into West target list } <<<>>> { } Put LIGHT FORCES into West target list [Geometry Filter] deactivates_never 1.00, 1.00 { Link LIGHT FORCES Polygon Points 111.959, 86.024 106.239, 141.586 125.305, 143.301 137.352, 94.020 125.049, 87.022 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name obje Activates on Success #1 mauls attack West target list Activates on Failure Deactivation list for West mauls #1 mauls move to dam } Deactivation list for West mauls [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate #1 mauls attack West target list } #1 mauls attack West target list [Attack] flag 2.00, 2.00 { Link ====#1 mauls==== <<<>>> Activates on Failure #1 mauls move to dam } #1 mauls don't autotarget as shield [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1 mauls==== Does Not Autotarget Flag true } #1 mauls GUARD as shield [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 4 Link ====#1 mauls==== } #1 mauls attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#1 mauls==== Attack All Enemies Flag Deactivates On Activation #1 mauls move to dam Put LIGHT FORCES into West target list #1 mauls attack West target list Activates On Activation #1 mauls autotarget again } #1 mauls autotarget again [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1 mauls==== Does Not Autotarget Flag false } Choose #1 dark archers movement [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate #1 dark archers move to dam #1 dark archers move to dam #2 Random Selection Flag } #1 dark archers move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 146.555, 130.741 147.114, 94.497 144.469, 89.001 Link ====#1 dark archers==== Final Facing 2.81 Formation Index 1 Activates on Success #1 dark archers attack Activates On Activation Are #1 dark archers being attacked? Anyone near #1 dark archers? } #1 dark archers move to dam #2 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 142.252, 134.020 132.434, 119.391 135.299, 98.872 Link ====#1 dark archers==== Final Facing 242.58 Formation Index 1 Activates on Success #1 dark archers attack Activates On Activation Are #1 dark archers being attacked? Anyone near #1 dark archers? } Are #1 dark archers being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#1 dark archers==== Vitality Less Than 1.00001 Activates on Success #1 dark archers attack } Anyone near #1 dark archers? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#1 dark archers==== LIGHT FORCES (enem) Activates on Success #1 dark archers attack Enemy Closer Than Radius 24.000 } #1 dark archers attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#1 dark archers==== Attack All Enemies Flag Deactivates On Activation #1 dark archers move to dam #1 dark archers move to dam #2 } #1 thrall move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 148.024, 135.045 147.100, 93.196 145.026, 89.379 Link ====#1 thrall==== Final Facing 205.31 Formation Index 5 Activates on Success #1 thrall attack } Are #1 thrall being attacked? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====#1 thrall==== Vitality Less Than 1.00001 Activates on Success #1 thrall attack } #1 thrall attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#1 thrall==== Attack All Enemies Flag Deactivates On Activation #1 thrall move to dam Are #1 thrall being attacked? } ==== { } #4 group initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #4 ghols move to dam #4 mauls move to dam Choose #4 dark archers movement Are #4 ghols dead? #4 thrall move to dam Are #4 thrall being attacked? Make #4 group visible East fetch move to dam } #4 group not chosen, attack [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make #4 group visible #4 ghols attack #4 mauls attack #4 dark archers attack #4 thrall attack East fetch attack LIGHT FORCES Prerequisites Left side attack } Make #4 group visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#4 mauls==== ====#4 thrall==== ====#4 dark archers==== ====East fetch==== Visible Flag } #4 ghols move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 48.213, 152.557 55.633, 118.813 92.495, 119.307 102.077, 108.665 Link ====#4 ghols==== Activates on Success Have the #4 ghols placed their satchels? Formation Index 8 } Have the #4 ghols placed their satchels? [Geometry Filter] flag 2.00, 2.00 { Link ====#4 ghols==== Holding Object dwsc Activates on Failure #4 mauls attack #4 ghols attack Entire Map Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success #4 ghols place satchels } #4 ghols place satchels [Attack] deactivates_on_execution 0.00, 0.00 { Link <<<>>> Attack Ground Location 106.661, 86.405 106.075, 86.440 107.471, 86.626 107.483, 87.641 106.733, 87.145 106.350, 87.571 } #4 ghols attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#4 ghols==== Attack All Enemies Flag Deactivates On Activation Are #4 ghols dead? #4 ghols place satchels Have the #4 ghols placed their satchels? } Are #4 ghols dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#4 ghols==== Activates on Success #4 dark archers attack #4 mauls attack } #4 mauls move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 101.028, 92.997 Link ====#4 mauls==== Formation Index 1 Final Facing 251.72 Activates on Success #4 mauls don't autotarget as shield #4 mauls GUARD as shield Activates On Activation Put LIGHT FORCES into East target list } <<<>>> { } Put LIGHT FORCES into East target list [Geometry Filter] deactivates_never 1.00, 1.00 { Link LIGHT FORCES Polygon Points 107.958, 86.014 96.965, 85.971 72.258, 136.706 101.487, 140.874 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name obje Activates on Success #4 mauls attack East target list Activates on Failure Deactivation list for East mauls #4 mauls move to dam } #4 mauls attack East target list [Attack] flag 2.00, 2.00 { Link ====#4 mauls==== <<<>>> Activates on Failure #4 mauls move to dam } Deactivation list for East mauls [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate #4 mauls attack East target list } #4 mauls don't autotarget as shield [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#4 mauls==== Does Not Autotarget Flag true } #4 mauls GUARD as shield [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 4 Link ====#4 mauls==== } #4 mauls attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#4 mauls==== Attack All Enemies Flag Deactivates On Activation #4 mauls move to dam Put LIGHT FORCES into East target list #4 mauls attack East target list Activates On Activation #4 mauls autotarget again } #4 mauls autotarget again [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#4 mauls==== Does Not Autotarget Flag false } Choose #4 dark archers movement [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate #4 dark archers move to dam #4 dark archers move to dam #2 Random Selection Flag } #4 dark archers move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 52.942, 134.284 57.174, 104.260 62.995, 89.124 75.993, 80.022 Link ====#4 dark archers==== Final Facing 2.81 Formation Index 3 Activates on Success #4 dark archers attack Activates On Activation Are #4 dark archers being attacked? Anyone near #4 dark archers? } #4 dark archers move to dam #2 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 52.942, 134.284 72.817, 121.508 88.752, 108.006 90.692, 106.356 Link ====#4 dark archers==== Final Facing 2.81 Formation Index 3 Activates on Success #4 dark archers attack Activates On Activation Are #4 dark archers being attacked? Anyone near #4 dark archers? } Are #4 dark archers being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#4 dark archers==== Vitality Less Than 1.00001 Activates on Success #4 dark archers attack } Anyone near #4 dark archers? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#4 dark archers==== LIGHT FORCES (enem) Activates on Success #4 dark archers attack Enemy Closer Than Radius 24.000 } #4 dark archers attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#4 dark archers==== Attack All Enemies Flag Deactivates On Activation #4 dark archers move to dam #4 dark archers move to dam #2 } #4 thrall move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 52.942, 134.284 57.174, 104.260 62.995, 89.124 75.993, 80.022 Link ====#4 thrall==== Final Facing 2.81 Formation Index 5 Activates on Success #4 thrall attack } Are #4 thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#4 thrall==== Vitality Less Than 1.00001 Activates on Success #4 thrall attack } #4 thrall attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#4 thrall==== Attack All Enemies Flag Deactivates On Activation #4 thrall move to dam Are #4 thrall being attacked? } ------------------------------------------------------------------- ===================================== { } ====#1 Myrkridia==== { (subj, monster_identifier) 10213 (myrkridia (small)) 10217 (myrkridia (small)) 10212 (myrkridia (small)) } ====#2 Myrkridia==== { (subj, monster_identifier) 10216 (myrkridia (small)) 10214 (myrkridia (small)) 10215 (myrkridia (small)) } Start #1 myrkridia [Action List] deactivates_on_trigger 10.00, 10.00 { Actions to Activate Myrkridia are visible Prerequisites Is this a LEGENDARY game? } Myrkridia are visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1 Myrkridia==== ====#2 Myrkridia==== Visible Flag Activates on Success #1 myrkridia attack Are #1 myrkridia dead? } #1 myrkridia attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====#1 Myrkridia==== LIGHT FORCES (obje) } Are #1 myrkridia dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#1 Myrkridia==== Activates on Success Start #2 myrkridia } ==== { } Start #2 myrkridia [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate #2 myrkridia attack } #2 myrkridia attack [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====#2 Myrkridia==== LIGHT FORCES (obje) } ===================================== { } ===================================== { } ====#1 lake wights==== { (subj, monster_identifier) 10182 (wight) 10183 (wight) 10181 (wight) } ====#2 lake wights==== { (subj, monster_identifier) 10176 (wight) 10177 (wight) 10178 (wight) } Start the lake wights [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Lake wights harrass from behind Make lake wights visible } Make lake wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#1 lake wights==== ====#2 lake wights==== Visible Flag } Lake wights harrass from behind [Attack] no_initial_delay deactivates_never 2.00, 3.00 { Link ====#1 lake wights==== ====#2 lake wights==== LIGHT FORCES (obje) Polygon 164.036, 109.170 158.174, 44.186 64.793, 50.655 56.036, 123.690 Closed Polygon Flag } ===================================== { } Test right side for leak [Model Animation] initially_active deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (22 dam east) Frame Greater Than 3 Activates on Success Test right side for leak #2 Right side springs a leak } Test right side for leak #2 [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (22 dam east) Frame Greater Than 5 Activates on Success Right side springs leak #2 Test right side for leak #3 } Test right side for leak #3 [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (22 dam east) Frame Greater Than 7 Activates on Success Right side springs leak #3 Test right side for super leak 22 (bowman) "Dam" impressed } Test right side for super leak [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (22 dam east) Frame Greater Than 8 Activates on Success Right side springs a super leak Test for east dam collapse } Test for east dam collapse [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (22 dam east) Frame Greater Than 17 Activates on Success Dam blown action list Right side springs final leak } Right side springs a leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10010 (22 super dam leak) Turn On Flag } Right side springs leak #2 [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10014 (22 dam leak) Turn On Flag } Right side springs leak #3 [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10015 (22 dam leak) Turn On Flag } Right side springs a super leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10003 (22 super dam leak) Turn On Flag } Right side springs final leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10009 (22 final dam leak) Turn On Flag } Test left side for leak [Model Animation] initially_active deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (22 dam west) Frame Greater Than 3 Activates on Success Left side springs a leak Test left side for leak #2 } Test left side for leak #2 [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (22 dam west) Frame Greater Than 5 Activates on Success Left side springs leak #2 Test left side for leak #3 } Test left side for leak #3 [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (22 dam west) Frame Greater Than 7 Activates on Success Left side springs leak #3 Test left side for super leak 22 (bowman) "Dam" frustrated } Test left side for super leak [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (22 dam west) Frame Greater Than 8 Activates on Success Left side springs a super leak Test for west dam collapse } Test for west dam collapse [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (22 dam west) Frame Greater Than 17 Activates on Success Dam blown action list Left side springs final leak } Left side springs a leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10011 (22 super dam leak) Turn On Flag } Left side springs leak #2 [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10012 (22 dam leak) Turn On Flag } Left side springs leak #3 [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10013 (22 dam leak) Turn On Flag } Left side springs a super leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10002 (22 super dam leak) Turn On Flag } Left side springs final leak [Local Projectile Group Action] deactivates_on_trigger 0.00, 0.00 { Groups 10008 (22 final dam leak) Turn On Flag } ===================================== { } <<<>>> { } Dam blown action list [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Game Over, dam blown Determine who's on the dam Shake, rattle & roll "Dam blown, rumble" } Shake, rattle & roll [Observer Movement] deactivates_on_trigger 0.00, 0.00 { Camera Mode -1 Shake Camera Flag true Shake Duration 20.00001 Shake Intensity 0.500 } Determine who's on the dam [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES DARK FORCES Polygon Points 134.389, 94.290 133.088, 65.690 88.065, 66.428 87.458, 96.264 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success Dam Forces flee Stop people on dam } "Dam blown, rumble" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag dam explo } Stop people on dam [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<>>> Received User Control Flag false Cannot Be Autotargeted Flag true Does Not Autotarget Flag true } Dam Forces flee [Rout] no_initial_delay deactivates_never 3.00, 3.00 { Link <<<>>> Destinations 153.989, 79.006 68.032, 79.014 } Game Over, dam blown [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag No Celebration } ===================================== { } Is this a TIMID game? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 0 } Is this a SIMPLE game? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 1 } Is this a NORMAL game? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 2 } Is this a HEROIC game? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 3 } Is this a LEGENDARY game? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 4 } Are LIGHT FORCES dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES Unit Count Equal To 0 Activates on Success Game Over, dam blown } Are 7 wights of death dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ==== 7 wights of death ==== Unit Count Equal To 0 Activates on Success Explosive units dead, end game Last dark forces flee Last dark forces flee part 2 } Last dark forces flee [Rout] no_initial_delay deactivates_never 0.00, 0.00 { Link ==== Final wave of thrall (really) ==== ====East river sweepers==== ====West fetch==== ====East fetch==== legendary bonus ====#2 Myrkridia==== ====#1 Myrkridia==== ====river thrall #7==== ====river thrall #6==== Destinations 108.036, 12.002 95.487, 154.141 Deactivates On Activation Final wave of thrall attack East river sweepers attack LIGHT FORCES West fetch attack LIGHT FORCES East fetch attack LIGHT FORCES legendary bonus attack #2 myrkridia attack #1 myrkridia attack #7 river thrall attack #6 river thrall attack } Last dark forces flee part 2 [Rout] no_initial_delay deactivates_never 0.00, 0.00 { Link ====river thrall #5==== ====river thrall #4==== ====river thrall #3==== ====river thrall #2==== ====river thrall #1==== ====#4 thrall==== ====#4 mauls==== ====#4 dark archers==== ====#4 ghols==== ====#3 ghols==== ====#3 thrall==== ====#2 thrall==== ====#1 thrall==== Destinations 108.036, 12.002 95.487, 154.141 } Explosive units dead, end game [Endgame Condition] deactivates_on_trigger 2.00, 2.00 { Light Victory Flag true } ===================================== { } #2 ghols only initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #2 ghols move to dam Inhibitions Right side attack Prerequisites Is this a NORMAL game? } #2 group initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #2 ghols move to dam Are #2 ghols dead? #2 thrall move to dam Are #2 thrall being attacked? Make #2 group visible #2 mauls attack Inhibitions Right side attack Prerequisites Is this a HEROIC game? Is this a LEGENDARY game? } #2 Ghols not needed [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#2 ghols==== Invisible Flag Prerequisites Right side attack Is this a SIMPLE game? Is this a TIMID game? } Make #2 group visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#2 mauls==== ====#2 thrall==== Visible Flag } #2 ghols move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 164.055, 56.770 146.811, 94.782 132.877, 102.362 Link ====#2 ghols==== Activates on Success Have the #2 ghols placed their satchels? Formation Index 8 } Have the #2 ghols placed their satchels? [Geometry Filter] flag 2.00, 2.00 { Link ====#2 ghols==== Holding Object dwsc Activates on Failure #2 mauls attack #2 ghols attack Entire Map Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success #2 ghols place satchels } #2 ghols place satchels [Attack] deactivates_on_execution 0.00, 0.00 { Link <<<>>> Attack Ground Location 118.770, 87.211 117.948, 87.387 117.926, 88.475 118.620, 88.356 117.262, 87.362 117.522, 86.477 } #2 ghols attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#2 ghols==== Attack All Enemies Flag Deactivates On Activation Are #2 ghols dead? #2 ghols place satchels Have the #2 ghols placed their satchels? } Are #2 ghols dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#2 ghols==== Activates on Success #2 mauls attack } #2 mauls attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#2 mauls==== LIGHT FORCES (obje) } #2 thrall move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 164.874, 53.766 138.979, 56.637 126.458, 61.569 110.909, 67.749 Link ====#2 thrall==== Final Facing 85.78 Formation Index 5 Activates on Success #2 thrall attack } Are #2 thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#2 thrall==== Vitality Less Than 1.00001 Activates on Success #2 thrall attack } #2 thrall attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#2 thrall==== Attack All Enemies Flag Deactivates On Activation #2 thrall move to dam Are #2 thrall being attacked? } ===================================== { } #3 ghols only initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #3 ghols move to dam Inhibitions Left side attack Prerequisites Is this a NORMAL game? } #3 group initiated [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate #3 ghols move to dam Are #3 ghols dead? #3 thrall move to dam Are #3 thrall being attacked? Make #3 group visible #3 mauls attack Inhibitions Left side attack Prerequisites Is this a HEROIC game? Is this a LEGENDARY game? } #3 Ghols not needed [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#3 ghols==== Invisible Flag Prerequisites Left side attack Is this a TIMID game? Is this a SIMPLE game? } Make #3 group visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====#3 mauls==== ====#3 thrall==== Visible Flag } #3 ghols move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 41.211, 48.124 59.381, 82.325 86.983, 92.108 Link ====#3 ghols==== Activates on Success Have the #3 ghols placed their satchels? Formation Index 8 } Have the #3 ghols placed their satchels? [Geometry Filter] flag 2.00, 2.00 { Link ====#3 ghols==== Holding Object dwsc Activates on Failure #3 mauls attack #3 ghols attack Entire Map Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success #3 ghols place satchels } #3 ghols place satchels [Attack] deactivates_on_execution 0.00, 0.00 { Link <<<>>> Attack Ground Location 106.512, 87.844 107.040, 86.354 107.530, 86.481 106.606, 86.282 106.772, 86.688 } #3 ghols attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#3 ghols==== Attack All Enemies Flag Deactivates On Activation Are #3 ghols dead? #3 ghols place satchels Have the #3 ghols placed their satchels? } Are #3 ghols dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#3 ghols==== Activates on Success #3 mauls attack } #3 mauls attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#3 mauls==== LIGHT FORCES (obje) } #3 thrall move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 66.760, 38.540 80.915, 51.604 94.674, 68.592 Link ====#3 thrall==== Final Facing 85.78 Formation Index 5 Activates on Success #3 thrall attack } Are #3 thrall being attacked? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====#3 thrall==== Vitality Less Than 1.00001 Activates on Success #3 thrall attack } #3 thrall attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====#3 thrall==== Attack All Enemies Flag Deactivates On Activation #3 thrall move to dam Are #3 thrall being attacked? } ===================================== { } Anybody near #1 ghol's base? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Polygon 221.504, 134.821 170.731, 122.815 112.760, 138.885 99.221, 186.055 Closed Polygon Flag Link LIGHT FORCES Unit Count Greater Than 0 Activates on Success #1 ghols attack } Are #1 ghols dead? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#1 ghols==== Deactivates On Success Anybody near #1 ghol's base? } Anybody near #2 ghol's base? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Closed Polygon Flag Link LIGHT FORCES Unit Count Greater Than 0 Activates on Success #2 ghols attack Polygon 146.463, 52.852 211.200, 57.200 200.918, 20.954 156.360, 4.856 } Are #2 ghols dead? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#2 ghols==== Deactivates On Success Anybody near #2 ghol's base? } Anybody near #3 ghol's base? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Polygon 12.510, 63.852 80.379, 54.973 72.700, 7.293 25.338, 24.397 Closed Polygon Flag Link LIGHT FORCES Unit Count Greater Than 0 Activates on Success #3 ghols attack } Are #3 ghols dead? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#3 ghols==== Deactivates On Success Anybody near #3 ghol's base? } Anybody near #4 ghol's base? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Polygon 94.196, 146.079 1.897, 99.918 2.465, 174.604 85.155, 183.545 Closed Polygon Flag Link LIGHT FORCES Unit Count Greater Than 0 Activates on Success #4 ghols attack } Are #4 ghols dead? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#4 ghols==== Deactivates On Success Anybody near #4 ghol's base? } legendary bonus { (subj, monster_identifier) 10218 (wight) 10219 (wight) 10220 (wight) 10221 (wight) 10222 (wight) 10223 (wight) 10224 (thrall) 10225 (thrall) 10226 (thrall) } legendary bonus attack [Attack] deactivates_never 2.00, 2.00 { Link legendary bonus LIGHT FORCES (obje) Polygon 162.051, 110.362 150.229, 54.008 80.192, 61.231 83.088, 110.501 Closed Polygon Flag } ===================================== { } ====East fetch==== { (subj, monster_identifier) 10227 (fetch) 10228 (fetch) 10229 (fetch) } East fetch move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 87.965, 136.915 98.497, 112.651 Link ====East fetch==== Activates on Success Scan for East satchel charges } Anyone attacking East fetch? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====East fetch==== Vitality Less Than 1.00001 Activates on Success East fetch attack LIGHT FORCES } East fetch attack LIGHT FORCES [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Link ====East fetch==== LIGHT FORCES (obje) Deactivates On Activation East fetch move to dam } <<<< Placed Satchel charges >>>> { } Scan for East satchel charges [Geometry Filter] flag 0.00, 0.00 { Object Type dwsc Polygon Points 107.985, 88.731 108.233, 86.104 104.038, 86.145 102.526, 91.069 Polygon Closed Flag Results Action Identifier <<<< Placed Satchel charges >>>> Tested items Inside Field Name obje Activates on Success East fetch attack satchel charges Activates on Failure East fetch attack LIGHT FORCES } East fetch attack satchel charges [Attack] deactivates_on_execution 0.00, 0.00 { Link ====East fetch==== Attack Ground Location 106.751, 86.913 105.694, 86.883 106.377, 88.379 105.426, 88.231 107.258, 87.985 } ====West fetch==== { (subj, monster_identifier) 10230 (fetch) 10231 (fetch) 10232 (fetch) } West fetch move to dam [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 119.356, 142.649 124.848, 107.797 Link ====West fetch==== Activates on Success Scan for West satchel charges } Anyone attacking West fetch? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Link ====West fetch==== Vitality Less Than 1.00001 Activates on Success West fetch attack LIGHT FORCES } West fetch attack LIGHT FORCES [Attack] no_initial_delay deactivates_never 3.00, 3.00 { Link ====West fetch==== LIGHT FORCES (obje) Deactivates On Activation West fetch move to dam } Scan for West satchel charges [Geometry Filter] flag 0.00, 0.00 { Object Type dwsc Polygon Points 119.581, 88.676 119.866, 86.182 116.004, 86.086 116.069, 89.153 Polygon Closed Flag Results Action Identifier <<<< Placed Satchel charges >>>> Tested items Inside Field Name obje Activates on Success West fetch attack satchel charges Activates on Failure West fetch attack LIGHT FORCES } West fetch attack satchel charges [Attack] deactivates_on_execution 0.00, 0.00 { Link ====West fetch==== Attack Ground Location 118.657, 87.430 118.643, 86.602 117.926, 86.518 117.426, 87.018 117.745, 87.684 } ===================================== { } ====East river sweepers==== { (subj, monster_identifier) 10233 (fetch) 10234 (fetch) 10235 (fetch) } Start East river sweepers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make East river sweepers visible Scan for East river satchel charges } Make East river sweepers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====East river sweepers==== Visible Flag } Scan for East river satchel charges [Geometry Filter] no_initial_delay deactivates_never 1.00, 1.00 { Object Type dwsc Polygon Points 87.184, 178.518 112.772, 73.389 64.879, 9.008 30.338, 155.454 Polygon Closed Flag Results Action Identifier <<<< Placed Satchel charges >>>> Tested items Inside Field Name obje Activates on Success East river sweepers attack satchel charges Activates on Failure East river sweepers attack LIGHT FORCES } East river sweepers attack LIGHT FORCES [Attack] flag 0.00, 0.00 { Link ====East river sweepers==== LIGHT FORCES (obje) } East river sweepers attack satchel charges [Attack] deactivates_on_execution 0.00, 0.00 { Link ====East river sweepers==== Attack Ground Location 106.459, 86.670 105.450, 86.788 106.233, 88.368 105.370, 88.897 } Heron guards get roots [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ====Heron Guards==== Ammunition 6 } ===================================== { } ==== 7 wights of death ==== { (subj, monster_identifier) 10236 (wight) 10237 (wight) 10238 (wight) 10239 (wight) 10240 (wight) 10241 (wight) 10242 (wight) } Is #7c river wight dead? [Test Unit] deactivates_on_successful_execution 2.00, 3.00 { Unit Count Equal To 0 Link ====#7c river wight==== Activates on Success The 7 wights of death final attack east The 7 wights of death final attack west 7 wights of death are visible Final wave of thrall visible (Bowmen) "That has to be it" } 7 wights of death are visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== 7 wights of death ==== Visible Flag true Activates on Success Are 7 wights of death dead? } The 7 wights of death final attack east [Movement] deactivates_on_trigger 0.00, 0.00 { Link ==== 7 wights of death ==== Waypoints 93.167, 86.944 95.807, 89.409 102.389, 89.325 106.266, 87.286 Activates on Success 7 wights of death blow up Prerequisites Right side attack } The 7 wights of death final attack west [Movement] deactivates_on_trigger 0.00, 0.00 { Link ==== 7 wights of death ==== Waypoints 132.481, 87.260 131.637, 91.596 125.038, 91.188 118.014, 87.143 Activates on Success 7 wights of death blow up Prerequisites Left side attack } 7 wights of death blow up [General Action] deactivates_on_trigger 0.00, 0.00 { Link ==== 7 wights of death ==== Command Type 3 } ==== Final wave of thrall (really) ==== { (subj, monster_identifier) 10250 (thrall) 10251 (thrall) 10252 (thrall) 10253 (thrall) 10254 (thrall) 10255 (thrall) 10256 (thrall) } Final wave of thrall visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== Final wave of thrall (really) ==== Visible Flag true Activates on Success Final wave of thrall attack } Final wave of thrall attack [Attack] flag 1.00, 2.00 { Link ==== Final wave of thrall (really) ==== Attack All Enemies Flag } ------------------------------------------------------------------- Pick a sound, any sound. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate 22 (bowman) "Dam" anxious 22 (bowman) "Dam" frustrated 22 (bowman) "Dam" exhausted 22 (bowman) "Dam" impressed Random Selection Flag } 22 (bowman) "Dam" anxious [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22 (bowmen) Damn [anxious] Override Flag Monster 10006 (bowman) 10005 (bowman) 10004 (bowman) 10003 (bowman) 10010 (bowman) 10009 (bowman) 10008 (bowman) 10007 (bowman) } 22 (bowman) "Dam" frustrated [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22 (bowmen) Damn [frustrated] Override Flag Monster 10007 (bowman) 10008 (bowman) 10009 (bowman) 10010 (bowman) 10004 (bowman) 10003 (bowman) 10005 (bowman) 10006 (bowman) } 22 (bowman) "Dam" exhausted [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22 (bowmen) Damn [exhausted] Override Flag Monster 10006 (bowman) 10005 (bowman) 10004 (bowman) 10003 (bowman) 10010 (bowman) 10009 (bowman) 10008 (bowman) 10007 (bowman) } 22 (bowman) "Dam" impressed [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22 (bowmen) Damn [impressed] Override Flag Monster 10006 (bowman) 10005 (bowman) 10004 (bowman) 10003 (bowman) 10010 (bowman) 10009 (bowman) 10008 (bowman) 10007 (bowman) } ------------------------------------------------------------------- (Bowmen) "That has to be it" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 22 (bowmen) That has to be it, Monster 10007 (bowman) 10008 (bowman) 10009 (bowman) 10010 (bowman) 10003 (bowman) 10004 (bowman) 10005 (bowman) 10006 (bowman) Override Flag }