beginscript; label Wait: if (GetState() != 0 && UnitDead() != 1) { SetNumLives(1); ExcTargetType(0x1); IncTargetType(0x2); IncludeGTarget(2); SetFollowRange(0); EndFrame(); goto Enter; } EndFrame(); goto Wait; label Enter: if(OtherUnitDead(Jkl_Gr3_01_Scr) && OtherUnitDead(Jkl_Gr3_02_Scr) && OtherUnitDead(Jkl_Gr3_03_Scr) && OtherUnitDead(Jkl_Gr3_04_Scr)) { //SetFollowUnit(Ftk_Gr1_01_scr, 0, 0); EnterVehicle (Sld_Gr0_01_Scr, Ftk_Gr1_01_scr); EnterVehicle (Sld_Gr0_02_Scr, Ftk_Gr1_01_scr); EnterVehicle (Sld_Gr0_03_Scr, Ftk_Gr1_01_scr); EnterVehicle (Sld_Gr0_04_Scr, Ftk_Gr1_01_scr); label Loop: if (GetState() == 0 || UnitDead()) { IncGlobalVar(7); EndFrame(); goto DespawnUnits; } EndFrame(); goto Loop; } EndFrame(); goto Enter; label DespawnUnits: if (GetState() != 0 && UnitDead() != 1 && OtherUnitInRange(Home,200)) { ExcTargetType(0x1); IncTargetType(0x2); IncludeGTarget(2); SetFollowRange(0); EndFrame(); goto End; } EndFrame(); goto DespawnUnits; label Despawn: if (GetFollowMode() == 3) { //DespawnUnit(); EndFrame(); goto End; } EndFrame(); goto Despawn; label End: EndFrame(); goto End; endscript; $