beginscript; label Wait: if (GetState() != 0 && UnitDead() != 1) { SetNumLives(1); ExcTargetType(0x2); SetVar(1,1); //SetHUDTarget (Bfg_Grp2_01_Scr); EndFrame(); goto Start; } EndFrame(); goto Wait; label Start: if (GetVar(1) == 1) { if (OtherUnitDead(Eng_G1) != 1) { IncludeUTarget(Eng_G1); } else { IncludeUTarget(0x7401); } } if (GetVar(1) == 2) { if (OtherUnitDead(Eng_G2_1) != 1) { IncludeUTarget(Eng_G2_1); } else if (OtherUnitDead(Eng_G2_2) != 1) { IncludeUTarget(Eng_G2_2); } else if (OtherUnitDead(Eng_G2_3) != 1) { IncludeUTarget(Eng_G2_3); } else if (OtherUnitDead(Eng_G2_4) != 1) { IncludeUTarget(Eng_G2_4); } else { IncludeUTarget(0x7401); } } if (UnitDead() && GetVar(1) == 1 && GetGlobalVar(4) == 3 && OtherUnitInArea(Eng_G1,-393, 1715, 500)) { WaitForTime(80); TeleportUnit(AiTele2,0,0); //SpawnUnit(); SetVar(1,2); SetVar(0,0); } if (GetGlobalVar(3) >= 1) { IncludeUTarget(0x7401); } if (GetGlobalVar(3) == 3 || GetGlobalVar(3) == 10) { SelectWeapons(0,0,0); SetFollowWaypoint(132,0,0); ExcTargetType(0xffffffff); EndFrame(); goto End; } EndFrame(); goto Start; label End: EndFrame(); goto End; endscript; $