beginscript; // ExcTargetType(0xffffffff); // SelectWeapons(1,0,0); // IncludeGTarget(8); // IncludeUTarget (0x7002); // IncludeUTarget (0x7003); // IncludeUTarget (0x7004); label check: if ( Triggered() ) { // ToggleArmor (0x780f); ExcTargetType(0xffffffff); WaitForTime(80); SelectWeapons(1,0,0); // IncludeGTarget(8); IncludeUTarget (0x7004); SetFollowRange(0); // IncludeUTarget (0x7003); // IncludeUTarget (0x7004); EndFrame(); goto check1; } EndFrame(); goto check; label check1: if ( PlayerInRange(1000) ) { // ToggleArmor (0x780f); // ModifyOtherUnitHealth (0x780c, 50); // ModifyOtherUnitHealth (0x780d, 50); // ModifyOtherUnitHealth (0x780e, 50); // ModifyOtherUnitHealth (0x780f, 50); ExcTargetType(0xffffffff); SelectWeapons(1,0,0); // IncludeGTarget(8); IncludeUTarget (0x7004); SetFollowRange(0); // IncludeUTarget (0x7003); // IncludeUTarget (0x7004); EndFrame(); goto End; } EndFrame(); goto check1; label End: EndFrame(); goto End; endscript; $