And just to bring you up some alternatives;
trigger:
activation: none/repeatedly
condition: alive unit
ondeactivation: whatever u want
This is the same, as when using
condition: not (alive unit)
onActivation: whatever u want
Then there is: not (canmove unit)
and then you can check the health of a unit
getdammage unit >= 0.99
:note - checking for the damage, might not work properly,
but that's because of OFP's calcualtion (just wanna let you
know, that the feature is available).
~S~ CD