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*ENTER INTO THE LUA CONSOLE*
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	makes current actor into brain unit
ActivityMan:GetActivity():SetPlayerBrain(ActivityMan:GetActivity():GetControlledActor(0),1)

	gib red team ahumans:
for victim in MovableMan.Actors do  if victim.Team==0 then  if victim.ClassName == "AHuman" then  victim:GibThis()  end  end  end 

	gib green team ahumans:
for victim in MovableMan.Actors do  if victim.Team==1 then  if victim.ClassName == "AHuman" then  victim:GibThis()  end  end  end 
	
	spawn actor:
for i=1,5 do local actor = CreateAHuman("Dummy"); actor.Pos = Vector(SceneMan.Scene.Width * PosRand(),SceneMan.Scene.Height * PosRand()); MovableMan:AddActor(actor); end

	all actors change to your team:
for actor in MovableMan.Actors do actor.Team = 0 end

	cannon effect for all:
for actor in MovableMan.Actors do actor.Vel = Vector(0, 0) end

	cannon effect for other team:
for actor in MovableMan.Actors do if actor.Team == 1 then actor.Vel = Vector(0, 500); end end

	open bunker editor:
ActivityMan:GetActivity().ActivityState = Activity.EDITING

	rains dropship gibs everywhere:
for i=1,200 do junk = CreateMOSRotating("Drop Ship Hull Gib E"); junk.Pos = Vector(SceneMan.Scene.Width * PosRand(), SceneMan.Scene.Height * PosRand()); MovableMan:AddParticle(junk); end

	rocket gibs rain down towards every actor:
for actor in MovableMan.Actors do misl = CreateACRocket("Rocket MK1"); misl.Pos = Vector(actor.Pos.X, actor.Pos.Y - 500); misl.Vel = Vector(0,500); print(misl.Pos); MovableMan:AddActor(misl); end

	(custom) add healing thing:
for actor in MovableMan.Actors do CreateAEmitter ("Heal") AHuman.Team = 0; actor.Pos = Vector(SceneMan.Scene.Width * PosRand(),SceneMan.Scene.Height * PosRand()); MovableMan:CreateAEmitter(emitter); end end

	health never drops under 50:
for actor in MovableMan.Actors do if actor.Team == 0 then while ( actor.Health < 100 ) do actor.Health = actor.Health + 10 end end end

	health x20:
for actor in MovableMan.Actors do if actor.Team == 0 then actor.Health = actor.Health * 20 end end

	blows up 30 frag shells at crontrolled actor:
P = nil for i=0,30 do P = ActivityMan:GetActivity():GetControlledActor(0) i = CreateTDExplosive("Frag Shell") i.Pos =  P.Pos i.Vel = Vector(0,0) i.PinStrength = 2000 MovableMan:AddMO(i) i:GibThis() end;

	blows up 3 granades at every actor:
for P in MovableMan.Actors do for i=0,3 do i = CreateTDExplosive("Frag Grenade") i.Pos =  P.Pos i.Vel = Vector(0,0) i.PinStrength = 2000 MovableMan:AddMO(i) i:GibThis() end; end;

	crab bomb from the sky:
local rocket = CreateACRocket("Rocket MK1") for c=1,50 do local c = CreateACrab("Crab") rocket:AddInventoryItem(c) end P = ActivityMan:GetActivity():GetControlledActor(0) rocket.Pos = Vector(P.Pos.X,P.Pos.Y-300) rocket.Vel = Vector(0,30) MovableMan:AddActor(rocket)