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PostPosted: December 16th, 2007, 3:08 am 
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Joined: August 5th, 2007, 1:38 pm
Posts: 507
Location: *Unknown*
Title: Gui Expert
I am trying to find the triggers for creep spawing every x-seconds....and i think i found it but dont know how to read it...can anyone translate this for me?

Spoiler:
//===========================================================================
//===========================================================================
//Trigger:Red Army 1
//===========================================================================
function Trig_Red_Army_1_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_1_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_1_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect31))
endfunction

function Trig_Red_Army_1_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect22),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect22,Condition(function Trig_Red_Army_1_Func002001002)),function Trig_Red_Army_1_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect22),function Trig_Red_Army_1_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 2
//===========================================================================
function Trig_Red_Army_2_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_2_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_2_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect32))
endfunction

function Trig_Red_Army_2_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect23),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect23,Condition(function Trig_Red_Army_2_Func002001002)),function Trig_Red_Army_2_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect23),function Trig_Red_Army_2_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 3
//===========================================================================
function Trig_Red_Army_3_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_3_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_3_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect33))
endfunction

function Trig_Red_Army_3_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect24),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect24,Condition(function Trig_Red_Army_3_Func002001002)),function Trig_Red_Army_3_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect24),function Trig_Red_Army_3_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 1a
//===========================================================================
function Trig_Red_Army_1a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_1a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect34))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 2a
//===========================================================================
function Trig_Red_Army_2a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_2a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect35))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 3a
//===========================================================================
function Trig_Red_Army_3a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_3a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect36))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 1b
//===========================================================================
function Trig_Red_Army_1b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_1b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect16))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 2b
//===========================================================================
function Trig_Red_Army_2b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_2b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect16))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 3b
//===========================================================================
function Trig_Red_Army_3b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Red_Army_3b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect16))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 1
//===========================================================================
function Trig_Blue_Army_1_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_1_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_1_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect28))
endfunction

function Trig_Blue_Army_1_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect25),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect25,Condition(function Trig_Blue_Army_1_Func002001002)),function Trig_Blue_Army_1_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect25),function Trig_Blue_Army_1_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 2
//===========================================================================
function Trig_Blue_Army_2_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_2_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_2_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect29))
endfunction

function Trig_Blue_Army_2_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect26),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect26,Condition(function Trig_Blue_Army_2_Func002001002)),function Trig_Blue_Army_2_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect26),function Trig_Blue_Army_2_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 3
//===========================================================================
function Trig_Blue_Army_3_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_3_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_3_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect30))
endfunction

function Trig_Blue_Army_3_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect27),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect27,Condition(function Trig_Blue_Army_3_Func002001002)),function Trig_Blue_Army_3_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect27),function Trig_Blue_Army_3_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 1a
//===========================================================================
function Trig_Blue_Army_1a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_1a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect37))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 2a
//===========================================================================
function Trig_Blue_Army_2a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_2a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect38))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 3a
//===========================================================================
function Trig_Blue_Army_3a_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_3a_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect39))
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 1b
//===========================================================================
function Trig_Blue_Army_1b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_1b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect15))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 2b
//===========================================================================
function Trig_Blue_Army_2b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_2b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect15))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 3b
//===========================================================================
function Trig_Blue_Army_3b_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Blue_Army_3b_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect15))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 1 Copy
//===========================================================================
function Trig_Red_Army_1_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_1_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_1_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect31))
endfunction

function Trig_Red_Army_1_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect22),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect22,Condition(function Trig_Red_Army_1_Copy_Func002001002)),function Trig_Red_Army_1_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect22),function Trig_Red_Army_1_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 2 Copy
//===========================================================================
function Trig_Red_Army_2_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_2_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_2_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect32))
endfunction

function Trig_Red_Army_2_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect23),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect23,Condition(function Trig_Red_Army_2_Copy_Func002001002)),function Trig_Red_Army_2_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect23),function Trig_Red_Army_2_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 3 Copy
//===========================================================================
function Trig_Red_Army_3_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_3_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_3_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect33))
endfunction

function Trig_Red_Army_3_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(10),GetRectCenter(udg_rect24),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect24,Condition(function Trig_Red_Army_3_Copy_Func002001002)),function Trig_Red_Army_3_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect24),function Trig_Red_Army_3_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 1 Copy
//===========================================================================
function Trig_Blue_Army_1_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_1_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_1_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect28))
endfunction

function Trig_Blue_Army_1_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect25),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect25,Condition(function Trig_Blue_Army_1_Copy_Func002001002)),function Trig_Blue_Army_1_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect25),function Trig_Blue_Army_1_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 2 Copy
//===========================================================================
function Trig_Blue_Army_2_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_2_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_2_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect29))
endfunction

function Trig_Blue_Army_2_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect26),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect26,Condition(function Trig_Blue_Army_2_Copy_Func002001002)),function Trig_Blue_Army_2_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect26),function Trig_Blue_Army_2_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 3 Copy
//===========================================================================
function Trig_Blue_Army_3_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_3_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_3_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect30))
endfunction

function Trig_Blue_Army_3_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00Q',Player(11),GetRectCenter(udg_rect27),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect27,Condition(function Trig_Blue_Army_3_Copy_Func002001002)),function Trig_Blue_Army_3_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect27),function Trig_Blue_Army_3_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 1 Copy Copy
//===========================================================================
function Trig_Red_Army_1_Copy_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_1_Copy_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_1_Copy_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect31))
endfunction

function Trig_Red_Army_1_Copy_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00T',Player(10),GetRectCenter(udg_rect22),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect22,Condition(function Trig_Red_Army_1_Copy_Copy_Func002001002)),function Trig_Red_Army_1_Copy_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect22),function Trig_Red_Army_1_Copy_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Red Army 3 Copy Copy
//===========================================================================
function Trig_Red_Army_3_Copy_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Red_Army_3_Copy_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Red_Army_3_Copy_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect33))
endfunction

function Trig_Red_Army_3_Copy_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00T',Player(10),GetRectCenter(udg_rect24),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect24,Condition(function Trig_Red_Army_3_Copy_Copy_Func002001002)),function Trig_Red_Army_3_Copy_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect24),function Trig_Red_Army_3_Copy_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 1 Copy Copy
//===========================================================================
function Trig_Blue_Army_1_Copy_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_1_Copy_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_1_Copy_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect28))
endfunction

function Trig_Blue_Army_1_Copy_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00T',Player(11),GetRectCenter(udg_rect25),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect25,Condition(function Trig_Blue_Army_1_Copy_Copy_Func002001002)),function Trig_Blue_Army_1_Copy_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect25),function Trig_Blue_Army_1_Copy_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Blue Army 3 Copy Copy
//===========================================================================
function Trig_Blue_Army_3_Copy_Copy_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Blue_Army_3_Copy_Copy_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Blue_Army_3_Copy_Copy_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect30))
endfunction

function Trig_Blue_Army_3_Copy_Copy_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'h00T',Player(11),GetRectCenter(udg_rect27),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect27,Condition(function Trig_Blue_Army_3_Copy_Copy_Func002001002)),function Trig_Blue_Army_3_Copy_Copy_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect27),function Trig_Blue_Army_3_Copy_Copy_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Karakura Red
//===========================================================================
function Trig_Karakura_Red_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(10))
endfunction

function Trig_Karakura_Red_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Karakura_Red_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect21))
endfunction

function Trig_Karakura_Red_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'hfoo',Player(10),GetRectCenter(udg_rect18),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect18,Condition(function Trig_Karakura_Red_Func002001002)),function Trig_Karakura_Red_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect18),function Trig_Karakura_Red_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Karakura Red Attacks
//===========================================================================
function Trig_Karakura_Red_Attacks_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(10)))then
return false
endif
return true
endfunction

function Trig_Karakura_Red_Attacks_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect16))
endfunction

//===========================================================================
//===========================================================================
//Trigger:Karakura Blue
//===========================================================================
function Trig_Karakura_Blue_Func002001002 takes nothing returns boolean
return(GetOwningPlayer(GetEnumUnit())==Player(11))
endfunction

function Trig_Karakura_Blue_Func002002 takes nothing returns nothing
call IssueImmediateOrderBJ(GetEnumUnit(),"holdposition")
endfunction

function Trig_Karakura_Blue_Func004002 takes nothing returns nothing
call IssuePointOrderLocBJ(GetEnumUnit(),"attack",GetRectCenter(udg_rect20))
endfunction

function Trig_Karakura_Blue_Actions takes nothing returns nothing
call CreateNUnitsAtLoc(1,'hfoo',Player(11),GetRectCenter(udg_rect19),bj_UNIT_FACING)
call ForGroupBJ(GetUnitsInRectMatching(udg_rect19,Condition(function Trig_Karakura_Blue_Func002001002)),function Trig_Karakura_Blue_Func002002)
call TriggerSleepAction(0.50)
call ForGroupBJ(GetUnitsInRectAll(udg_rect19),function Trig_Karakura_Blue_Func004002)
call TriggerSleepAction(1.00)
call DisableTrigger(GetTriggeringTrigger())
call TriggerSleepAction(1.00)
call EnableTrigger(GetTriggeringTrigger())
endfunction

//===========================================================================
//===========================================================================
//Trigger:Karakura Blue Attacks
//===========================================================================
function Trig_Karakura_Blue_Attacks_Conditions takes nothing returns boolean
if(not(GetOwningPlayer(GetTriggerUnit())==Player(11)))then
return false
endif
return true
endfunction

function Trig_Karakura_Blue_Attacks_Actions takes nothing returns nothing
call IssuePointOrderLocBJ(GetTriggerUnit(),"attack",GetRectCenter(udg_rect15))
endfunction


Thanks You


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