Originally Posted by Jaffob
This crash occurs because of some sort of confusion with MMF's object selection, but I can't really trace it down to anything in particular. It can be pretty much solved by adding the "Pick Active at Random" condition to the last event. I say "pretty much" because it prevents the crashing, but causes the deletion of all the objects to go object by object. You could probably come up with a fix for that if it were really a problem (using fastloops or something), although I think it's actually sort of cool. ;)