What happened was that only the first of the four assassins appeared. My current theory was that I was entering a building when the script fired, so that the script was interrupted. Later attempts at debugging also revealed that if I paused the game while the game was waiting for the script to fire (2-3 seconds lag) not all assassins would appear. The strange thing though was that even if all four assassins had not been created the globals (further down in the response block) were still set, effectively preventing the script from firing again. Question is, is there another way to script this, so that we would be sure that all four assassins were created correctly?
IF Global("DMWWC3Assassin","GLOBAL",1) AreaType(OUTDOOR) !AreaType(CITY) !AreaCheck("AR4700") !AreaCheck("AR4701") !AreaCheck("AR4800") !AreaCheck("AR4801") !AreaCheck("AR4900") !AreaCheck("AR4901") !AreaCheck("AR5100") !AreaCheck("AR5101")!AreaCheck("AR5300")!AreaCheck("AR5301")!AreaCheck("AR5400")OR(3)GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL")Dead("tranzig")Global("BanditEnemy","GLOBAL",1)THENRESPONSE #500ActionOverride(Player1,CreateCreatureOffScreen("DRAKAR",0)) // DrakarActionOverride(Player1,CreateCreatureOffScreen("HALACA",0)) // HalacanActionOverride(Player1,CreateCreatureOffScreen("MOLKAR",0)) // MolkarActionOverride(Player1,CreateCreatureOffScreen("MORVIN",0)) // MorvinSetGlobal("DMWWC3Assassin","GLOBAL",3)SetGlobalTimer("DMWWC3AssassinMiniSpawn","GLOBAL",ONE_DAY)SetGlobalTimer("DMWWC3AssassinSpawn","GLOBAL",FIVE_DAYS)