beginscript; label Wait: if (GetState() != 0 && UnitDead() != 1) { SetNumLives(1); ExcTargetType(0xffffffff); BreakWptsOnAttack(); IncTargetType(0xffffffff); ExcTargetType(0x2); IncTargetType(0x1); IncludeUTarget(HudTrig1); DisableAvoidanceTurn (1); EndFrame(); goto IdleCheck; } EndFrame(); goto Wait; label IdleCheck: if (GetFollowMode() == 3) { WaitForTime(50); DespawnUnit(); EndFrame(); goto End; } if (GetState() == 0) { label Wait2: if (GetState() != 0 && UnitDead() != 1) { ExcTargetType(0xffffffff); ExcludeUTarget(HudTrig1); DisableAvoidanceTurn (0); SetFollowWaypoint(7,0,0); EndFrame(); goto Action; } EndFrame(); goto Wait2; } EndFrame(); goto IdleCheck; label Action: if (PlayerInRange(400) && GetVar(0) != 1) { BreakWptsOnAttack(); IncTargetType(0xffffffff); ExcTargetType(0x2); IncTargetType(0x1); IncludeUTarget(0x7401); SetVar(0,1); } if (OtherUnitInRange(Jep_Gr1_02_Scr,400) && GetVar(0) != 1) { BreakWptsOnAttack(); IncTargetType(0xffffffff); ExcTargetType(0x2); IncTargetType(0x1); IncludeUTarget(Jep_Gr1_02_Scr); SetVar(0,1); } EndFrame(); goto Action; label End: EndFrame(); goto End; endscript; $