Set Spawn_Type[1] = Bandit
Set Spawn_Type[2] = Brigand
Set Spawn_Type[3] = Rogue
Set Spawn_Type[4] = Assassin
Set Spawn_Type[5] = Enforcer
Set Spawn_Type[6] = Bandit Lord
Then - Actions
For each (Integer A) from 1 to (8 - (Number of units in West_Creeps)), do (Actions)
Loop - Actions
Unit - Create 1 Spawn_Type[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
Unit Group - Add (Last created unit) to West_Creeps
Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]
Events
Unit - A unit enters green base <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Entering unit) Equal to hero[1]
(Entering unit) Equal to hero[2]
(Entering unit) Equal to hero[3]
(Entering unit) Equal to hero[4]
Actions
-------- Actions go here --------
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entering unit) Equal to hero[(Integer A)]
Then - Actions
-------- Actions go here --------
Else - Actions
Do nothing
Time - Every 5.00 seconds of game time
Conditions
Actions
Destructible - Close West_Gate[Spawn_Number]
Destructible - Close East_Gate[Spawn_Number]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spawn_Number Equal to 6
Then - Actions
Set Spawn_Number = 1
Else - Actions
Set Spawn_Number = (Spawn_Number + 1)
Destructible - Open West_Gate[Spawn_Number]
Destructible - Open East_Gate[Spawn_Number]
Set Spawn_Type_Number = (Spawn_Type_Number + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in West_Creeps) Greater than or equal to 8
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in West_Creeps) Greater than or equal to 4
Then - Actions
For each (Integer A) from 1 to (8 - (Number of units in West_Creeps)), do (Actions)
Loop - Actions
Unit - Create 1 Spawn_Type[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
Unit Group - Add (Last created unit) to West_Creeps
Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]
Else - Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
Unit - Create 1 Spawn_Type[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
Unit Group - Add (Last created unit) to West_Creeps
Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in East_Creeps) Greater than or equal to 8
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in East_Creeps) Greater than or equal to 4
Then - Actions
For each (Integer A) from 1 to (8 - (Number of units in East_Creeps)), do (Actions)
Loop - Actions
Unit - Create 1 Spawn_Type[Spawn_Type_Number] for Neutral Hostile at East_Spawn_Point[Spawn_Number] facing 180.00 degrees
Unit Group - Add (Last created unit) to East_Creeps
Unit - Order (Last created unit) to Attack-Move To East_Move_Point[Spawn_Number]
Else - Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
Unit - Create 1 Spawn_Type[Spawn_Type_Number] for Neutral Hostile at East_Spawn_Point[Spawn_Number] facing 180.00 degrees
Unit Group - Add (Last created unit) to East_Creeps
Unit - Order (Last created unit) to Attack-Move To East_Move_Point[Spawn_Number]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spawn_Number Equal to 6
Then - Actions
Set Spawn_Number = 1
Else - Actions
Set Spawn_Number = (Spawn_Number + 1)