Thanks Baldo for the very detailed information. I’ve never used these functions and I have no clue how it works. But I somehow made it work. So the player is at a certain distance of enemies that are guarding an area. The player has to take them out at a specific order without the enemy seeing each others deaths. I’ve set up 3 different events(options) that can fail the encounter, 8 different events that react on that encounter, a bunch of area triggers, which some of the enemies enter over some time that doesn’t activate the failing events anymore and it worked smoothly. Maybe not the most effective way to do it, but then again I’m not someone with ‘scripting’ knowledge.