beginscript; ExcTargetType(0xffff); // ExcludeGTarget (1); SetFollowWaypoint(25,0,0); SetLand(-3476,1648,10); WaitForTime(150); SpawnOtherUnit(0x7815); SpawnOtherUnit(0x7816); SpawnOtherUnit(0x7817); SpawnOtherUnit(0x783b); SpawnOtherUnit(0x783c); SpawnOtherUnit(0x783f); SpawnOtherUnit(0x783d); SpawnOtherUnit(0x783e); WaitForTime(5); TriggerUnit(0x7815); TriggerUnit(0x7816); TriggerUnit(0x7817); TriggerUnit(0x783b); TriggerUnit(0x783c); TriggerUnit(0x783f); TriggerUnit(0x783d); TriggerUnit(0x783e); WaitForTime(10); SetFollowWaypoint(96,0,0); // was 25 SetFollowWaypoint(14,0,0); SetFollowRange(0); //SelectWeapons(1,1,0); //IncludeUTarget(0x6c01); SetFollowUnit(0x781c,50,150); IncludeUTarget(0x6c01); label check1: if (Triggered()) { SetFollowUnit(0x781c,50,150); PlayerInRange(1000); SelectWeapons(1,1,0); IncludeUTarget(0x6c01); SetFollowRange(50); // EndFrame(); // goto End; } else { if ( OtherUnitDead(0x781c) ) { SetFollowUnit(0x781d,50,150); PlayerInRange(1000); IncludeUTarget(0x6c01); SelectWeapons(1,1,0); SetFollowRange(50); EndFrame(); goto End; } } EndFrame(); goto check1; label End: EndFrame(); goto End; endscript; $