Events
Unit - Any Unit dies
Local Variables
DeathUnitTimer = (New timer) <Timer>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(PlayerHero1[1] is alive) == true
(PlayerHero2[1] is alive) == false
Then
Timer - Start DeathUnitTimer as a One Shot timer that will expire in 10.0 Game Time seconds
General - Wait for (Last started timer) to have 0.0 seconds Remaining
Unit - Create 1 PlayerHero2TypeSelection[(Triggering player)] for player 1 at Point_A_01 using default facing (No Options)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(PlayerHero2[1] is alive) == true
(PlayerHero1[1] is alive) == false
Then
Timer - Start DeathUnitTimer as a One Shot timer that will expire in 10.0 Game Time seconds
General - Wait for (Last started timer) to have 0.0 seconds Remaining
Unit - Create 1 PlayerHero1TypeSelection[(Triggering player)] for player 1 at Point_A_01 using default facing (No Options)
Else