Addendum: I have it now looking like I think it should. Now to work on the Game Courier code....
Unfortunately the betza.txt GAME-code include file does not support more than a single locust victim per move. (Which is the same limitation that the betza.js script imposed on the ID, end was only relieved in the betzaNew.js that is under development.) It is not even possible to use the option of defining Custom Pieces, as the problem is not only in generating the move, but that the employed move encoding and code that finally applies the generated move to the board has no provisions for more than a single locust victim.
A work-around for when you still would want to use the Play-Test Applet system for automation would be to define the Helepolis 'buldozer moves' as multi-hopping, rather than multi-capturing in the Diagram you are going to convert, and then append some GAME code to the Post-Move sections to remove all pieces that were hopped over.
Unfortunately the betza.txt GAME-code include file does not support more than a single locust victim per move. (Which is the same limitation that the betza.js script imposed on the ID, end was only relieved in the betzaNew.js that is under development.) It is not even possible to use the option of defining Custom Pieces, as the problem is not only in generating the move, but that the employed move encoding and code that finally applies the generated move to the board has no provisions for more than a single locust victim.
A work-around for when you still would want to use the Play-Test Applet system for automation would be to define the Helepolis 'buldozer moves' as multi-hopping, rather than multi-capturing in the Diagram you are going to convert, and then append some GAME code to the Post-Move sections to remove all pieces that were hopped over.