Try this:  addMissionEventHandler ["EntityKilled", { private _vct = _this select 0; if (_vct isKindOf "CAManBase") then { _vct spawn { sleep 0.5; private _hls = nearestObjects [_this, ["WeaponHolderSimulated"], 5]; while {count _hls > 0} do { private _hlx = {if (vectorMagnitude velocity _x == 0) exitWith {_forEachIndex}} forEach _hls; if (isNil {_hlx}) then {sleep 0.1} else {_hls deleteAt _hlx setDamage 1} } } } }];
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