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[Solved] Looping trigger fails after .5 seconds

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Level 7
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May 11, 2010
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278
  • Break Loop
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ZoshiBreakGroup and do (Actions)
        • Loop - Actions
          • Set TempReal = (Load (Key BreakDuration) of (Key (Picked unit)) from AbilityTable)
          • Game - Display to (All players) the text: ((Name of (Picked unit)) + ( has got + ((String(TempReal)) + remaining.)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempReal Greater than 0.00
            • Then - Actions
              • Hashtable - Save (TempReal - 0.10) as (Key BreakDuration) of (Key (Picked unit)) in AbilityTable
            • Else - Actions
It counts down as intended to until there is 5.5 seconds left, after that it immediatly sets it to 0 and executes the "Else" part.
Whaaaaa....?
 
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