Hey, Ashley! Thanks for responding so quickly! Big fan btw. Here's what I have in a better overview.
The Function I change the animations in:
The Functions triggered by/after the animations:
Yes, I tend not to repeat my code and am using a function(s) and yes, I can just call the functions after the animation changes but since the function in which the animations are changing has it's own SINGLE "functionality" and has nothing to do with the indicators that I want to Destroy & Create (it's functionality is to change animations & aim a given unit according to the aim) - I am trying to get it in a separate place (for indicators only) My problem is really principal and not that much of an issue workingwise because there are a lot of workarounds (I'm seeking for the best one). Since you are an expirienced programmer/developer/engineer... I would like to ask you what would be the best approach to take when I don't want my Aim/AnimationChanger function to know about my Create/Destroy Indicator functions. As well as how to workaround the adding of a Trigger once condition into an 'Or' block.
I am currently through an OOP course and I tend to apply the learned in my favorite engine where I've spent countless hours making smelly spaghetti structures & bad design. I hope you get what I am trying to explain & ask.