
_unit = _this select 0
_Fis = _unit animationPhase "Fset" 
?_Fis == 1: Exit

#again
_unit animate ["Fset", 1]

_delay = 1 + random(0.5)
#loop
~_delay
?!(alive _unit): goto "deadstate"
_Fis = _unit animationPhase "Fset" 
?_Fis == 0: goto "again"
goto "loop"

#deadstate

_unit setIdentity "HYK04D"
exit
