Thank you! I really appreciate this, it's hard to know and learn how to create these conditions properly and without creating a whole bunch of extra work (like overlap instead of comparing range).
I do have two questions if you don't mind:
1) How would I go about re-implementing the feature where one player can only attack one enemy unit at a time? In my capx the only way I could get it to work was by adding the pick closest enemyunit to hitsensor. As you noted this reiterates construct already picking an enemyunit, but if two enemy units overlap the hitsensor they do both take damage. (Event 33 in your capx)
If the player spawn is set to only one unit and you spawn two enemy units the player can hit both of them at the same time.
2) Event 34 (every X seconds -> destroy hitsensor) Is there a better way to destroy the stray hitsensors? Or does your event system for attacking prevent this? With mine sometimes the enemy would die just before the hitsensor spawned leaving an extra hitsensor on the layout. This is just in case in future testing.
Thank you again for your time!