beginscript; label Wait: if (GetState() != 0 && UnitDead() != 1) { ExcTargetType(0xffffffff); IncTargetType(0x400000); EndFrame(); goto Targeting; } EndFrame(); goto Wait; label Targeting: if (GetGlobalVar(1) == 0) { IncTargetType(0xffffffff); IncludeUTarget(DrgTgt4); } else if (GetGlobalVar(1) == 1) { IncTargetType(0xffffffff); ExcludeUTarget(DrgTgt4); IncludeUTarget(DrgTgt1); if (Triggered()) { ExcludeUTarget(DrgTgt1); IncludeUTarget(Incidental); label Loop: if (OtherUnitDead(Incidental)) { KillOtherUnit(Fule1); ExcludeUTarget(Incidental); IncludeUTarget(DrgTgt2); WaitForTime(200); EndFrame(); goto Targeting; } EndFrame(); goto Loop; } } else if (GetGlobalVar(4) == 3 && GetGlobalVar(3) == 0) { IncTargetType(0xffffffff); ExcludeUTarget(DrgTgt1); IncludeUTarget(DrgTgt2); } else if (GetGlobalVar(3) >= 1 && GetGlobalVar(7) != 11) { IncTargetType(0xffffffff); ExcludeUTarget(DrgTgt2); IncludeUTarget(DrgTgt3); } else if (GetGlobalVar(7) == 11) { SelectWeapons(0,0,0); SetFollowWaypoint(264,0,0); ExcTargetType(0xffffffff); EndFrame(); goto End; } else { ExcTargetType(0xffffffff); IncTargetType(0x400000); SetFollowUnit(0x7401, 400, 800); } if (UnitDead()) { EndFrame(); goto Wait; } EndFrame(); goto Targeting; label End: EndFrame(); goto End; endscript; $