OK, my version is a bit different. I made it so that if detected, certain enemy units are designated alarm trippers. These units will run to a tent next to a tower (I put a falshing red light in the tower that turns on/off while the alarm also sounds). If these are killed a script selects a new group of alarm trippers (5 at a time from all the units in the base area at the time the enemy is detected). Anyway, if any of the units reach the tent they will trip the alarm after being present and alive for 3 seconds. If they are killed before they have time to trip the alarm, then all is well until another unit runs to the tent. Right on the "alarm tent", I have a square trigger the size of the tent (3 X 3) that is set to east present, repeatedly. It has a countdown of 3,3,3 (max, mid, min). In the condition field I have: This
In the on activation field I have: alarmmen = thislist; alarmcheck = true. On the deactivation feild I have:
alarmcheck = false (but I do not think I need this)
On the tower (which is the location of both the alarm sound and flashing red light) I have a trigger set up thusly:
Condition feild: alarmcheck && {alive _x} count alarmmen > 0
Activation feild: [twrlight] exec "flash.sqs"
Then in EFFECTS I have Alarm in the trigger catagory (so the alarm sounds while the light flashes on and off).
So my verison is not exaclty what you are doing.