- Joined
- Jun 12, 2007
- Messages
- 1,261
Oke, I have a lot of triggers, but I filtered my problem out.
Basically I have this part of the initialization trigger:
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Each player that is alive, will get a 'wisp' that can train a hero.
But they only have 90 seconds to select a hero (timer for it).
Now after 90 seconds these 'wisps' get removed, but I need to reduce PlayersAlive by 1 for each 'wisp' getting removed.
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This is what I made so far:
It's just a easy question cause I forgot this... xD
Or I drank to much, anyway... helper gains rep.
Basically I have this part of the initialization trigger:
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For each (Integer A) from 1 to 8, 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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((Player((Integer A))) slot status) Equal to Is playing
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Then - Actions
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Player Group - Add (Player((Integer A))) to PlayersActiveGroup
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Set PlayersAlive = (PlayersAlive + 1)
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Else - Actions
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---
Each player that is alive, will get a 'wisp' that can train a hero.
But they only have 90 seconds to select a hero (timer for it).
Now after 90 seconds these 'wisps' get removed, but I need to reduce PlayersAlive by 1 for each 'wisp' getting removed.
---
This is what I made so far:
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Prepare Timer Ends
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Events
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Time - PrepareTimer expires
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Conditions
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Actions
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units of type Hero Selector) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Set PlayersAlive = (PlayersAlive - 1)
It's just a easy question cause I forgot this... xD
Or I drank to much, anyway... helper gains rep.