THRALL_1 { (subj, monster_identifier) 10062 (thrall) 10034 (thrall) 10033 (thrall) 10011 (thrall) 10009 (thrall) 10005 (thrall) 10031 (thrall) 10003 (thrall) 10007 (thrall) 10043 (thrall) 10002 (thrall) 10006 (thrall) 10063 (thrall) 10066 (thrall) 10001 (thrall) 10040 (thrall) 10042 (thrall) 10029 (thrall) 10030 (thrall) 10037 (thrall) 10032 (thrall) 10039 (thrall) 10065 (thrall) 10036 (thrall) 10038 (thrall) 10004 (thrall) 10008 (thrall) 10064 (thrall) 10010 (thrall) 10035 (thrall) 10061 (thrall) 10000 (thrall) 10028 (thrall) 10041 (thrall) } THRALL_2 { (subj, monster_identifier) 10051 (thrall) 10060 (thrall) 10059 (thrall) 10024 (thrall) 10054 (thrall) 10046 (thrall) 10021 (thrall) 10027 (thrall) 10015 (thrall) 10013 (thrall) 10050 (thrall) 10014 (thrall) 10019 (thrall) 10026 (thrall) 10017 (thrall) 10020 (thrall) 10048 (thrall) 10012 (thrall) 10025 (thrall) 10049 (thrall) 10044 (thrall) 10023 (thrall) 10045 (thrall) 10052 (thrall) 10016 (thrall) 10053 (thrall) 10056 (thrall) 10022 (thrall) 10057 (thrall) 10047 (thrall) 10055 (thrall) 10058 (thrall) 10018 (thrall) } TARGETS { (subj, monster_identifier) 10074 (target dummy) 10068 (target dummy) 10075 (target dummy) 10076 (target dummy) 10070 (target dummy) 10077 (target dummy) 10071 (target dummy) 10078 (target dummy) 10072 (target dummy) 10069 (target dummy) } ASSAULT { (subj, monster_identifier) 10067 (0 ASSAULT_4nades) } FIND UNIT IN PLAY [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ASSAULT Entire Map Results Action Identifier UNIT IN PLAY subj UNIT IN PLAY obje Tested items Inside Field Name subj obje Debug Flag } UNIT IN PLAY subj { } UNIT IN PLAY obje { } OUT OF AMMO? [Test Unit] flag 0.00, 0.00 { Link UNIT IN PLAY subj Ammunition Greater Than 0 Activates on Failure OUT OF AMMO SOUND } STARTER [Action List] initially_active deactivates_on_trigger 2.00, 2.00 { Actions to Activate OUT OF AMMO? CHEK TARG } CHEK TARG [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link TARGETS Unit Count Less Than 10 Activates on Success THATS IT FIND THE THRALL } ++++++++++++SOUNDS++++++++++++++ { } OUT OF AMMO SOUND [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 Archer attack wrong } THATS IT [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 00 Archer attack right } FIND THE THRALL [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link THRALL_1 THRALL_2 Entire Map Results Action Identifier ATTACKING THRALL Tested items Inside Field Name subj Maximum Number of Items 5 Activates on Success MAKE ATTACKING THRALL VIS Use Markers instead of Monsters Choose Random Items } ATTACKING THRALL { } THRALL atta [Attack] deactivates_never 1.00, 2.00 { Link ATTACKING THRALL UNIT IN PLAY obje } MAKE ATTACKING THRALL VIS [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ATTACKING THRALL Visible Flag Activates on Success THRALL atta THRALL DEAD? } THRALL DEAD? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link THRALL_1 THRALL_2 Unit Count Less Than 1 Activates on Success CHNAGE STUFF_1 } CHNAGE STUFF_1 [Munger] deactivates_on_trigger 0.00, 0.00 { Replace Parameters FIND THE THRALL (_max, integer) 10 Replace Parameters THRALL DEAD? Activates on Success CHANGE STUFF_2 Activate Actions FIND THE THRALL } CHANGE STUFF_2 [Munger] deactivates_on_trigger 0.00, 0.00 { Replace Parameters FIND THE THRALL (_max, integer) 20 Replace Parameters THRALL DEAD? Activates on Success THATS IT Activate Actions FIND THE THRALL }