Steht beides nicht drin, ich poste mal die Codes:
Object MeinObjekt
  EvaEnemyObjectSightedEvent = None ; Not a real unit
  
    ArmorSet
        Conditions      = None
        Armor           = PingArmor
        DamageFX        = NormalDamageFX
    End
; ***DESIGN parameters ***
  EditorSorting   = SYSTEM
  KindOf = NO_COLLIDE CREEP IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION;INERT
    ThreatLevel            = 0.0
    VisionRange        = 0
    ShroudClearingRange    = 0
; *** ENGINEERING Parameters ***
    Body = ActiveBody ModuleTag_Body;Can take damage, but won't die.  Can only die from ::kill() or other unresistable damage
        MaxHealth      = 1.0
    End
    Behavior = DestroyDie ModuleTag_Die
    End
    Behavior = LifetimeUpdate ModuleTag_HatchTrigger
        MinLifetime = 60000.0
        MaxLifetime = 60000.0
    End
  
    Behavior = AttachUpdate ModuleTag_Attach
        ObjectFilter = ANY +HERO
        ScanRange = 20
        ParentStatus = HOLDING_THE_RING
        AlwaysTeleport = No
        AnchorToTopOfGeometry = Yes
    End
  
    Behavior = AIUpdateInterface    ModuleTag_AIUpdateInterface
        AutoAcquireEnemiesWhenIdle = No
        // MoodAttackCheckRate        = 500
    End
      
    LocomotorSet
        Locomotor = InvisiblePingLocomotor
        Condition = SET_NORMAL 
        Speed     = 1000
    End
    Behavior = SlavedUpdate ModuleTag_Slave
        UseSlaverAsControlForEvaObjectSightedEvents = Yes
        DieOnMastersDeath    = Yes    //Die when my master dies!
    ; GuardPositionOffset    = X:0 Y:0 Z:5
   ; GuardMaxRange = 10     ;How far away from master I'm allowed when master is idle (doesn't wander)
   ; GuardWanderRange = 10  ;How far away I'm allowed to wander from master while guarding.
   ; ScoutRange = 10        ;How far away from master I'm allowed when master is moving.
   ; ScoutWanderRange = 0  ;How far I'm allowed to wander from scout point.
    End
  
End
Ich hatte dazu den Liftimeupdate von Bombadil (probehalber) und deathbehavior (faded) eingefügt.