Well, that stinks. :) at least it's not just me, though.
i think dat we shud avoid usin eventhandlers wen posivble
Or never die so we don't have to retry.. ;D
Thanks
*update*
this script does the same thing:
_u=[bmp1,shilka10,shilka1,brdm1,t80guard,bmp87,bmp5,bmp6,t72b,mi2,mi24_2,mi17_1,t72patrol1]
_u=_u+t72patrol2,bmppatrol1,bmppatrol2,brdm2,bh1,ah64_1,m113_1,m2a2_4,m2a2_3,m1a1_1,m1a1_2]
_u=_u+[m2a2_1,bh9,bmpdol]
#loop
?count _u==0 or !alive player:exit
~4
_v=[]
{if (!alive _x) then {_v=_v+[_x]}} foreach _u
?count _v > 0:_u=_u-_v;{[_x] exec "ultimatefire.sqs"} foreach _v
goto "loop"
Basically, I start with an array of all the vehicles I want to check. When they are dead the burn script gets called for that vehicle. It then gets deleted from the main array so it won't be checked again. Plus, the more vehicles that are destroyed, the faster this will run.