beginscript; label Start: label SOLDJ2_Despawn: //check to see if soldier is unspawned if (OtherUnitInArea(SOLDJ2, 6450, 6370, 50)) { DespawnOtherUnit(SOLDJ2); EndFrame(); goto SOLDJ3_Despawn; } //check to see if unit is ded if (OtherUnitDead(SOLDJ2)) { EndFrame(); goto SOLDJ3_Despawn; } EndFrame(); goto SOLDJ2_Despawn; label SOLDJ3_Despawn: //check to see if soldier is unspawned if (OtherUnitInArea(SOLDJ2, 6450, 6370, 50)) { DespawnOtherUnit(SOLDJ2); EndFrame(); goto SOLDJ4_Despawn; } //check to see if unit is ded if (OtherUnitDead(SOLDJ2)) { EndFrame(); goto SOLDJ4_Despawn; } EndFrame(); goto SOLDJ3_Despawn; label SOLDJ4_Despawn: //check to see if soldier is unspawned if (OtherUnitInArea(SOLDJ4, 6450, 6370, 50)) { DespawnOtherUnit(SOLDJ4); EndFrame(); goto Run; } //check to see if unit is ded if (OtherUnitDead(SOLDJ4)) { EndFrame(); goto runawy; } EndFrame(); goto SOLDJ4_Despawn; label runawy: if ((GetGlobalVar (4) == 1) && (GetGlobalVar (5) == 1) && (GetGlobalVar (6) == 1)) { SetFollowWaypoint(19, 0, 0); EndFrame(); goto End; } label End: EndFrame(); goto End; endscript; $