Events Unit - Any Unit dies Local Variables DeathUnitTimer = (New 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