Help with game logic - How to handle competing conditions???

@Mind-Brain

Not sure if this is what you meant…???

The problem still remains with the 2 conditions I circled.
Because somehow, as soon as CheckTargets is true and that was the last bullet shot, the execution continues and HasAmmo(2) == 0 and then the False branch gets executed too :crazy_face:
I know they both load the same EndLevel widget, but for different reasons.
The True branch → CheckTargets, loads it because the level has truly ended. All targets have been cleared.
The False branch → loads it because the user has no more bullets.
At that exact point both conditions are true :crazy_face:
But I only want the False branch to be executed if there are still targets left in the level

Also, shouldn’t the branch be after the delay?