(1, 0, 0, [(multiplayer_is_server), 
                 (eq, "$g_round_ended", 0),
                 (store_mission_timer_a, ":current_time"),
                 (store_sub, ":seconds_past_in_round", ":current_time", "$g_round_start_time"),
                 (ge, ":seconds_past_in_round", "$g_multiplayer_round_max_seconds"),
                 (assign, ":overtime_needed", 0), #checking for if overtime is needed. Overtime happens when lower heighted flag is going up
                 (try_begin),
                   (eq, "$g_battle_death_mode_started", 2), #if death mod is currently open
                    
                   (scene_prop_get_instance, ":pole_1_id", "spr_headquarters_pole_code_only", 0),
                   (scene_prop_get_instance, ":pole_2_id", "spr_headquarters_pole_code_only", 1),
                   (scene_prop_get_instance, ":flag_1_id", "$team_1_flag_scene_prop", 0),
                   (scene_prop_get_instance, ":flag_2_id", "$team_2_flag_scene_prop", 0),
                   (prop_instance_get_position, pos1, ":pole_1_id"),
                   (prop_instance_get_position, pos2, ":pole_2_id"),
                   (prop_instance_get_position, pos3, ":flag_1_id"),
                   (prop_instance_get_position, pos4, ":flag_2_id"),
                   (get_distance_between_positions, ":height_of_flag_1", pos1, pos3),
                   (get_distance_between_positions, ":height_of_flag_2", pos2, pos4),
                   (store_add, ":height_of_flag_1_plus", ":height_of_flag_1", min_allowed_flag_height_difference_to_make_score),
                   (store_add, ":height_of_flag_2_plus", ":height_of_flag_2", min_allowed_flag_height_difference_to_make_score),
                   (try_begin),
                     (le, ":height_of_flag_1", ":height_of_flag_2_plus"),
                     (prop_instance_is_animating, ":is_animating", ":flag_1_id"),
                     (eq, ":is_animating", 1),
                     (prop_instance_get_animation_target_position, pos5, ":flag_1_id"),
                     (position_get_z, ":flag_2_animation_target_z", pos5),
                     (position_get_z, ":flag_1_cur_z", pos3),
                     (ge, ":flag_2_animation_target_z", ":flag_1_cur_z"),
                     (assign, ":overtime_needed", 1),
                   (try_end),
                   
                   (try_begin),
                     (le, ":height_of_flag_2", ":height_of_flag_1_plus"),
                     (prop_instance_is_animating, ":is_animating", ":flag_2_id"),
                     (eq, ":is_animating", 1),
                     (prop_instance_get_animation_target_position, pos5, ":flag_2_id"),
                     (position_get_z, ":flag_2_animation_target_z", pos5),
                     (position_get_z, ":flag_2_cur_z", pos4),
                     (ge, ":flag_2_animation_target_z", ":flag_2_cur_z"),
                     (assign, ":overtime_needed", 1),
                   (try_end),
                 (try_end),
                 (eq, ":overtime_needed", 0),
                 ],
       [ #round time is up
         (store_mission_timer_a, "$g_round_finish_time"),                          
         (assign, "$g_round_ended", 1),
         (assign, "$g_winner_team", -1),
         
         (try_begin), #checking for winning by death mod
           (eq, "$g_battle_death_mode_started", 2), #if death mod is currently open
           (scene_prop_get_instance, ":pole_1_id", "spr_headquarters_pole_code_only", 0),
           (scene_prop_get_instance, ":pole_2_id", "spr_headquarters_pole_code_only", 1),
           (scene_prop_get_instance, ":flag_1_id", "$team_1_flag_scene_prop", 0),
           (scene_prop_get_instance, ":flag_2_id", "$team_2_flag_scene_prop", 0),
           (prop_instance_get_position, pos1, ":pole_1_id"),
           (prop_instance_get_position, pos2, ":pole_2_id"),
           (prop_instance_get_position, pos3, ":flag_1_id"),
           (prop_instance_get_position, pos4, ":flag_2_id"),
           (get_distance_between_positions, ":height_of_flag_1", pos1, pos3),
           (get_distance_between_positions, ":height_of_flag_2", pos2, pos4),
           (try_begin),
             (ge, ":height_of_flag_1", ":height_of_flag_2"), #if flag_1 is higher than flag_2
             (store_sub, ":difference_of_heights", ":height_of_flag_1", ":height_of_flag_2"), 
             (ge, ":difference_of_heights", min_allowed_flag_height_difference_to_make_score), #if difference between flag heights is greater than 
             (assign, "$g_winner_team", 0),                                                    #"min_allowed_flag_height_difference_to_make_score" const value
           (else_try), #if flag_2 is higher than flag_1
             (store_sub, ":difference_of_heights", ":height_of_flag_2", ":height_of_flag_1"),
             (ge, ":difference_of_heights", min_allowed_flag_height_difference_to_make_score), #if difference between flag heights is greater than 
             (assign, "$g_winner_team", 1),                                                    #"min_allowed_flag_height_difference_to_make_score" const value
           (try_end),
         (try_end),
    
         (multiplayer_get_my_player, ":my_player_no"), #send all players draw information of round.
         #for only server itself-----------------------------------------------------------------------------------------------
         (call_script, "script_draw_this_round", "$g_winner_team"),
         #for only server itself-----------------------------------------------------------------------------------------------
         (get_max_players, ":num_players"), 
         (try_for_range, ":player_no", 1, ":num_players"), #0 is server so starting from 1
           (player_is_active, ":player_no"),
           (neq, ":player_no", ":my_player_no"),
           (multiplayer_send_int_to_player, ":player_no", multiplayer_event_draw_this_round, "$g_winner_team"),
         (try_end),
        ]),          
 This is the entire trigger for determining MOTF victory. It checks to see if the flags are a certain distance apart and if either is animating to determine if overtime is needed. If the overtime is up or isn't needed, it checks to see if the flags are a certain distance apart, and if they are, the team with the higher flag wins.