Thanks, but I'm kinda oldschool with this and I've got very far with GUI Triggering ^^
However, Paladon is the proof for perfect usage of GUI Triggers.
Yeah, I noticed that aswell that I do not need an array there, but I created already 12 triggers [1-12] with that, because I did not feel like making 12 different variables, cuz i thought i need the information provided in that variable, which was not the case.
Another thing, something is wrong about this trigger, can't really figure out what, my partner coded it.
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Dialog Test
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Events
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Conditions
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Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Conditions
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(Number of units in (Units owned by (Player((Integer A))) matching (((Triggering unit) is A Hero) Gleich True))) Gleich 0
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'THEN'-Actions
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Dialog - Hide Dialog[((Player number of (Triggering player)) - 1)] for (Player((Integer A)))
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Dialog - Hide AttrabuteDialog[((Player number of (Triggering player)) - 1)] for (Player((Integer A)))
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'ELSE'-Actions
We are using a dialog system to distribute skill points (which are given with every level in form of 3 wood)
I think he made it to disable the Dialog when your Hero is dead, to prevent wasting wood without getting a result (increased Hero Stats).
However, I think this could be coded in another (better) way... but can't really get how >_<