C.Y.A. = Cover your ass
I could be wrong, but you CAN have multiple spawners per plane entity (to make the plane spawn randomly) <--- I know this works, but not multiple planes per single spawner. <--- I'm not certain about this half of my sentence.
- You have an input to the counter, causing it to only count 1 destroyed search light (see my white 1 from the timer and yellow inputs from destroyed searchlights). Then your output is to an activate. Things are already 'activated' by default; you only need to send a message to the next MCU to tell it, "YO, YOU'RE MY NEXT EVENT IN MY MISSION!!" See your the bright red line to the trigger activate...? You're telling the trigger activate to fire next, and then the trigger activate tries to 'activate' the end mission MCU next, but because the end mission MCU is already activated, nothing happens.
- I have no inputs to my counter except the 'onKilled' events from the searchlights. This allows two searchlights to be destroyed. (I want to send two searchlights 'ondestroyed', and then tell the counter that it's the next event.... Then the counter's next event is to disable my plane spawning logic and tell the player that they've completed the mission...)
- I have a separate counter for my planes. This counter has 'reset after operation'; meaning it'll spawn a new set of planes after two planes are destroyed. And it'll keep spawning two more planes every time two ai planes are destroyed. The only thing stopping this logic is the searchlight destroyed counter to trigger deactivate to my timer (that's acting as an input from the destroy plane counter's output). With this timer deactivated (remember it's active by default), then no logic can 'pass' it, so to speak. Meaning no more spawning planes.
My searchlights destroyed counter ^^
My planes destroyed counter, the 1s timer, and the trigger deactive to the timer ^^