Ok, make three seperate conditions (one for each station) so that:
If initial object # (station 1) Doesn't exist changescore 1/1 by 1
If initial object # (station 2) Doesn't exist changescore 1/1 by 1
If initial object # (station 3) Doesn't exist changescore 1/1 by 1
So when each of the three stations is killed, counter 1/1 is added to by one. When all three are dead, the counter 1/1 would be at 3.
Now make another condition:
If counter 1/1 * 3 then:
- assume initial object # (The ship you want to go through)
- create object JumpgateEffect (or JumpgateEffect Large if it's a big ship)
- Land at 32 (the speed a transport lands)
If the Audemedon Ship you want to jump out is large, you can increase the LandAt speed to, say 100.
Now if you want the ship to set a course to somewhere (eg: a jumpgate buoy) then make the following condition:
If counter 1/1 * 3 then:
- assume initial object # (the ship you want to go through)
- set course # (the object # of the destination (eg: a jumpgate buoy))
Now make another condition:
If subject (put the ship number in the subject field) is within 50000 (The distance a transport is from a planet when it begins to land) pixels squared of direct object (put destination (eg: jumpgate buoy) number in direct object field)
- create object JumpgateEffect (or JumpgateEffectLarge) (You can set reflexive to ON if you want the jumpgate effect to be created where the ship is, but it looks sloppy unless it's really slow ship)
-LandAt 32 (or 100 or whatever)
If that didn't make any sense, post again telling me EXACTLY what you want to happen in the scenario and I'll tell you what conditions to use, as I just learned how to make bi-conditionals in Hera (wohoo!)
-Slug
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I do not suffer from insanity
I enjoy every minute of it
-Cantharan Commodore za'Grom
After the capture of Earth