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[Trigger] Multiboard icons and Hero selection

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Level 3
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Oct 25, 2010
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Im having problems trying to show icons in this multiboard Advanced AoS Multiboard v1.02 [GUI] using my heroes selections systems. Let me elaborate.
I have two types of hero selection modes in my map:

All Pick: Players can choose any hero from a tavern. Two or more players can't have the same hero.
All Random: All players are assigned a random hero. Two or more players can't have the same hero.​

I've try so many ways of implementing it but icons won't show as intended, sometimes the icons were right for some players and greens for others and sometimes the icons didn't appear at all.

Here are the triggers of the two hero selection modes.

  • Tavern Sell Units
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Sold unit) is A Hero) Equal to True
          • Or - Any (Conditions) are true
            • Conditions
              • (Selling unit) Equal to Tavern 0000 <gen>
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HeroChosenByPlayer[(Player number of (Owner of (Sold unit)))] Equal to True
        • Then - Actions
          • Unit - Remove (Sold unit) from the game
          • Game - Display to (Player group((Owner of (Sold unit)))) the text: You already chose a...
        • Else - Actions
          • Set HeroChosenByPlayer[(Player number of (Owner of (Sold unit)))] = True
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Sold unit)) is an ally of Player 1 (Red)) Equal to True
            • Then - Actions
              • Unit - Move (Sold unit) instantly to (Center of Hero Spawn Horde <gen>)
              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Hero Spawn Horde <gen>) over 0.00 seconds
            • Else - Actions
              • Unit - Move (Sold unit) instantly to (Center of Hero Spawn Alliance <gen>)
              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Hero Spawn Alliance <gen>) over 0.00 seconds
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
          • Selection - Clear selection for (Owner of (Sold unit))
          • Selection - Add (Sold unit) to selection for (Owner of (Sold unit))

  • Initial Settings
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- Add heroes to the tavern here --------
      • Set AM_HERO_TYPE[1] = Alchemist
      • Set AM_HERO_TYPE[2] = Naga Sea Witch
      • Set AM_HERO_TYPE[3] = Tinker
      • Set AM_HERO_TYPE[4] = Beastmaster
      • Set AM_HERO_TYPE[5] = Dark Ranger
      • Set AM_HERO_TYPE[6] = Firelord
      • Set AM_HERO_TYPE[7] = Pandaren Brewmaster
      • Set AM_HERO_TYPE[8] = Pit Lord
      • Set AM_HERO_TYPE[9] = Blademaster
      • Set AM_HERO_TYPE[10] = Mountain King
      • -------- Heroes Icons --------
      • Set AM_HERO_ICON_PATH[1] = ReplaceableTextures\CommandButtons\BTNHeroAlchemist.blp
      • Set AM_HERO_ICON_PATH[2] = ReplaceableTextures\CommandButtons\BTNNagaSeaWitch.blp
      • Set AM_HERO_ICON_PATH[3] = ReplaceableTextures\CommandButtons\BTNHeroTinker.blp
      • Set AM_HERO_ICON_PATH[4] = ReplaceableTextures\CommandButtons\BTNBeastMaster.blp
      • Set AM_HERO_ICON_PATH[5] = ReplaceableTextures\CommandButtons\BTNBansheeRanger.blp
      • Set AM_HERO_ICON_PATH[6] = ReplaceableTextures\CommandButtons\BTNHeroAvatarOfFlame.blp
      • Set AM_HERO_ICON_PATH[7] = ReplaceableTextures\CommandButtons\BTNPandarenBrewmaster.blp
      • Set AM_HERO_ICON_PATH[8] = ReplaceableTextures\CommandButtons\BTNPitLord.blp
      • Set AM_HERO_ICON_PATH[9] = ReplaceableTextures\CommandButtons\BTNHeroBlademaster.blp
      • Set AM_HERO_ICON_PATH[10] = ReplaceableTextures\CommandButtons\BTNHeroMountainKing.blp
      • -------- --------------------- --------
      • -------- Number of Heroes --------
      • -------- Set RandomHeroTotal = RandomCount --------
      • Set RandomHeroTotal = 10
      • Set RandomCount = 10
      • -------- --------------------- --------
  • All Random
    • Events
      • Player - Player 1 (Red) types a chat message containing -ar as An exact match
    • Conditions
    • Actions
      • For each (Integer TEST_INTEGER) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player(TEST_INTEGER)) slot status) Equal to Is playing
            • Then - Actions
              • Set RandomHeroIndex = (Random integer number between 1 and RandomCount)
              • Unit - Create 1 AM_HERO_TYPE[RandomHeroIndex] for (Player(TEST_INTEGER)) at (Center of Hero Spawn Horde <gen>) facing 0.00 degrees
              • Set AM_CHOSEN_HERO[TEST_INTEGER] = (Last created unit)
              • Game - Display to (All players) the text: ((Name of (Player(TEST_INTEGER))) + ( has picked + (Name of AM_CHOSEN_HERO[TEST_INTEGER])))
              • Camera - Pan camera for (Player(TEST_INTEGER)) to (Position of (Last created unit)) over 0.00 seconds
              • Selection - Clear selection for (Player(TEST_INTEGER))
              • Selection - Select AM_CHOSEN_HERO[TEST_INTEGER] for (Player(TEST_INTEGER))
              • Set AM_HERO_TYPE[RandomHeroIndex] = AM_HERO_TYPE[RandomCount]
              • Set RandomCount = (RandomCount - 1)
            • Else - Actions

And here are the triggers of the multiboard.

  • AMSettings
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Random integer number between 1 and 2) Equal to (Random integer number between 1 and 2)
            • Then - Actions
              • Unit - Create 1 Archmage for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
              • Set AM_CHOSEN_HERO[(Integer A)] = (Last created unit)
            • Else - Actions
              • Unit - Create 1 Blood Mage for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
              • Set AM_CHOSEN_HERO[(Integer A)] = (Last created unit)
      • Set AM_SHOW_OPPONENT_VALUE = False
      • Set AM_VALUE_NAME = Gold
      • Set AM_DOMINATION_TEXT = % Domination:
      • Set AM_HERO_TYPE[1] = Archmage
      • Set AM_HERO_TYPE[2] = Blood Mage
      • Set AM_HERO_ICON_PATH[1] = ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
      • Set AM_HERO_ICON_PATH[2] = ReplaceableTextures\CommandButtons\BTNHeroBloodElfPrince.blp
      • Set AM_HERO_TYPE_COUNT = 2
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 750
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set AM_PLAYER_VALUE[(Integer A)] = ((Player((Integer A))) Current gold)
      • Set AM_NAME = Multiboard
      • Set AM_TEAM_ONE_NAME = Team 1
      • Set AM_TEAM_TWO_NAME = Team 2
      • Set AM_VALUE_ICON = UI\Feedback\Resources\ResourceGold.blp
      • Set AM_PG[1] = (All allies of Player 1 (Red))
      • Set AM_PG[2] = (All allies of Player 6 (Orange))
      • Set AM_PG_ALL = (All players)
      • Set AM_BAR_COLOUR[1] = |cffff0303
      • Set AM_BAR_COLOUR[2] = |cff999999
      • Set AM_BAR_COUNT = 10
      • For each (Integer A) from 1 to AM_BAR_COUNT, do (Actions)
        • Loop - Actions
          • Set AM_BAR_STRING = (AM_BAR_STRING + l)
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- PLEASE SEE THIS: --------
      • -------- // PUT THE FOLLOWING ACTIONS INTO YOUR HERO CHOOSE TRIGGER --------
      • -------- // AND ENABLE THE CURRENTLY DISABLED ACTION AFTER PLACING IT IN THE TRIGGER --------
      • -------- // GO TO AMCreation and DELETE THE ACTION //PART 1// HERO ICON. --------
      • Player Group - Pick every player in AM_PG_ALL and do (Actions)
        • Loop - Actions
          • For each (Integer A) from 1 to AM_HERO_TYPE_COUNT, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of AM_CHOSEN_HERO[(Player number of (Picked player))]) Equal to AM_HERO_TYPE[(Integer A)]
                • Then - Actions
                  • Set AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))] = (Integer A)
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
        • Else - Actions
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- CREATION OF LEADERBOARD --------
      • Leaderboard - Create a leaderboard for AM_PG[1] titled T1 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[1] = (Last created leaderboard)
      • Leaderboard - Create a leaderboard for AM_PG[2] titled T2 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[2] = (Last created leaderboard)
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[1] with label (Name of (Picked player)) and value 0
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[2] with label (Name of (Picked player)) and value 0
      • -------- REDUCE MEMORY USAGE... --------
      • Custom script: call DestroyTrigger(gg_trg_AMSettings)
  • AMCreation
    • Events
    • Conditions
    • Actions
      • -------- CREATION OF MULTIBOARD --------
      • Multiboard - Create a multiboard with 8 columns and ((Number of players in AM_PG_ALL) + 6) rows, titled (AM_NAME + ( [ + ((Colour[1] + (0|r : + (Colour[7] + 00|r))) + ])))
      • Multiboard - Hide (Last created multiboard)
      • Set AM_MB[1] = (Last created multiboard)
      • Multiboard - Create a multiboard with 8 columns and ((Number of players in AM_PG_ALL) + 6) rows, titled (AM_NAME + ( [ + ((Colour[1] + (0|r : + (Colour[7] + 00|r))) + ])))
      • Multiboard - Hide (Last created multiboard)
      • Set AM_MB[2] = (Last created multiboard)
      • -------- // ------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- SETTINGS --------
      • -------- DEFAULT SETTINGS FOR WIDTH AND DISPLAY STYLE --------
      • Multiboard - Set the display style for AM_MB[1] item in column 0, row 0 to Show text and Hide icons
      • Multiboard - Set the display style for AM_MB[2] item in column 0, row 0 to Show text and Hide icons
      • Multiboard - Set the width for AM_MB[1] item in column 0, row 0 to 6.00% of the total screen width
      • Multiboard - Set the width for AM_MB[2] item in column 0, row 0 to 6.00% of the total screen width
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING LEVEL --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 2, row 0 to (80.00%, 80.00%, 80.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HERO KILLS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 3, row 0 to (80.00%, 25.00%, 15.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HERO DEATHS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 4, row 0 to (10.00%, 55.00%, 10.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING CREEP STATS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 5, row 0 to (30.00%, 65.00%, 80.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HP/MHP --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 6, row 0 to (70.00%, 30.00%, 50.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING GOLD --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 8, row 0 to (80.00%, 60.00%, 0.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR ROWS REPRESENTING TEAMS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 0, row 2 to (100.00%, 70.00%, 70.00%) with 0.00% transparency
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 0, row ((Number of players in AM_PG[1]) + 4) to (70.00%, 70.00%, 100.00%) with 0.00% transparency
      • -------- SETTING NAMES ON BOARD... --------
      • Multiboard - Set the text for AM_MB[1] item in column 1, row 2 to AM_TEAM_ONE_NAME
      • Multiboard - Set the text for AM_MB[2] item in column 1, row 2 to AM_TEAM_ONE_NAME
      • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Number of players in AM_PG[1]) + 4) to AM_TEAM_TWO_NAME
      • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Number of players in AM_PG[1]) + 4) to AM_TEAM_TWO_NAME
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 2, row 1 to (Colour[9] + L|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 3, row 1 to (Colour[1] + K|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 4, row 1 to (Colour[7] + D|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 5, row 1 to (Colour[10] + CS|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 6, row 1 to (Colour[8] + HP / MHP|r)
          • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 8, row 1 to Show text and Show icons
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row 1 to (Colour[15] + (AM_VALUE_NAME + |r))
          • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 8, row 1 to AM_VALUE_ICON
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 1, row ((Number of players in AM_PG_ALL) + 6) to AM_DOMINATION_TEXT
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
          • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
          • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
      • -------- SETTING SPECIFIC WIDTH... --------
      • For each (Integer B) from 2 to 4, do (Actions)
        • Loop - Actions
          • Multiboard - Set the width for AM_MB[1] item in column (Integer B), row 0 to 2.00% of the total screen width
          • Multiboard - Set the width for AM_MB[2] item in column (Integer B), row 0 to 2.00% of the total screen width
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- // COLUMN WIDTH OF NAME DISPLAY --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 1, row 0 to 8.00% of the total screen width
          • -------- // // // // // // --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 5, row 0 to 3.90% of the total screen width
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 6, row 0 to 5.00% of the total screen width
          • -------- // HP BAR WIDTH --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 7, row 0 to 7.00% of the total screen width
          • -------- // // // // // // --------
          • -------- // VALUE WIDTH --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 8, row 0 to 3.00% of the total screen width
          • -------- // // // // // // --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 1, row ((Number of players in AM_PG_ALL) + 6) to 9.00% of the total screen width
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 15.00% of the total screen width
      • -------- SETTING DEFAULT ZEROS... --------
      • Multiboard - Set the text for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 0%
      • Multiboard - Set the text for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 0%
      • Multiboard - Set the text for AM_MB[1] item in column 5, row 2 to 0/0
      • Multiboard - Set the text for AM_MB[2] item in column 5, row 2 to 0/0
      • Multiboard - Set the text for AM_MB[1] item in column 5, row ((Number of players in AM_PG[1]) + 4) to 0/0
      • Multiboard - Set the text for AM_MB[2] item in column 5, row ((Number of players in AM_PG[1]) + 4) to 0/0
      • For each (Integer B) from 2 to (2 + (Number of players in AM_PG[1])), do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 5, row (Integer B) to 0/0
      • For each (Integer B) from ((Number of players in AM_PG[1]) + 4) to ((Number of players in AM_PG_ALL) + 4), do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 5, row (Integer B) to 0/0
      • -------- SETTING SPECIFIC VALUE... --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AM_SHOW_OPPONENT_VALUE Equal to True
            • Then - Actions
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
            • Else - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row ((Position of (Picked player) in AM_LB[1]) + 2) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
      • -------- // ------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- DISPLAYING MULTIBOARD TO ONLY PROPER PLAYERS --------
      • For each (Integer A) from 0 to 4, do (Actions)
        • Loop - Actions
          • Custom script: if (GetLocalPlayer() == Player(bj_forLoopAIndex)) then
          • Multiboard - Show AM_MB[1]
          • Custom script: endif
      • For each (Integer A) from 5 to 9, do (Actions)
        • Loop - Actions
          • Custom script: if (GetLocalPlayer() == Player(bj_forLoopAIndex)) then
          • Multiboard - Show AM_MB[2]
          • Custom script: endif
      • -------- // LEAVES GAME --------
      • Player Group - Pick every player in AM_PG_ALL and do (Actions)
        • Loop - Actions
          • Trigger - Add to AMUpdateLeaver <gen> the event (Player - (Picked player) leaves the game)
      • -------- TURN ON TRIGGERS FOR UPDATE... --------
      • Trigger - Turn on AMUpdate <gen>
      • Trigger - Turn on AMUpdateKills <gen>
      • Trigger - Turn on AMUpdateLeaver <gen>
      • Trigger - Turn on AMUpdateLevel <gen>
      • -------- REDUCE MEMORY USAGE... --------
      • Custom script: call DestroyTrigger(gg_trg_AMCreation)
  • AMUpdate
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • -------- // TIME --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AM_GAME_TIMER Equal to True
        • Then - Actions
          • Set AM_TIME_SECONDS = (AM_TIME_SECONDS + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AM_TIME_SECONDS Equal to 60
        • Then - Actions
          • Set AM_TIME_SECONDS = 0
          • Set AM_TIME_MINUTES = (AM_TIME_MINUTES + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AM_TIME_SECONDS Greater than or equal to 10
        • Then - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Multiboard - Change the title of AM_MB[(Integer A)] to (AM_NAME + ( [ + ((Colour[1] + (((String(AM_TIME_MINUTES)) + |r : ) + (Colour[7] + (String(AM_TIME_SECONDS))))) + |r ])))
        • Else - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Multiboard - Change the title of AM_MB[(Integer A)] to (AM_NAME + ( [ + ((Colour[1] + (((String(AM_TIME_MINUTES)) + |r : ) + (Colour[7] + (0 + (String(AM_TIME_SECONDS)))))) + |r ])))
      • -------- // VALUE --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AM_SHOW_OPPONENT_VALUE Equal to True
            • Then - Actions
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
            • Else - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row ((Position of (Picked player) in AM_LB[1]) + 2) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
      • -------- // HP --------
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 6, row ((Position of (Picked player) in AM_LB[1]) + 2) to ((String((Integer((Life of AM_CHOSEN_HERO[(Player number of (Picked player))]))))) + (/ + (String((Integer((Max life of AM_CHOSEN_HERO[(Player number of (Picked player))])))))))
          • Set AM_MULTIPLIER[(Player number of (Picked player))] = ((Percentage life of AM_CHOSEN_HERO[(Player number of (Picked player))]) / 100.00)
          • Set AM_BARS_COLOURED[(Player number of (Picked player))] = (Integer((AM_MULTIPLIER[(Player number of (Picked player))] x (Real(AM_BAR_COUNT)))))
          • Multiboard - Set the text for AM_MB[1] item in column 7, row ((Position of (Picked player) in AM_LB[1]) + 2) to (AM_BAR_COLOUR[1] + ((Substring(AM_BAR_STRING, 1, AM_BARS_COLOURED[(Player number of (Picked player))])) + (|r + (AM_BAR_COLOUR[2] + ((Substring(AM_BAR_STRING, (AM_BARS_COLOURED[(Player number of (Picked player))] + 1), (AM_BAR_COUNT + 2))) + (|r [ + ((Strin
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[2] item in column 6, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to ((String((Integer((Life of AM_CHOSEN_HERO[(Player number of (Picked player))]))))) + (/ + (String((Integer((Max life of AM_CHOSEN_HERO[(Player number of (Picked player))])))))))
          • Set AM_MULTIPLIER[(Player number of (Picked player))] = ((Percentage life of AM_CHOSEN_HERO[(Player number of (Picked player))]) / 100.00)
          • Set AM_BARS_COLOURED[(Player number of (Picked player))] = (Integer((AM_MULTIPLIER[(Player number of (Picked player))] x (Real(AM_BAR_COUNT)))))
          • Multiboard - Set the text for AM_MB[2] item in column 7, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (AM_BAR_COLOUR[1] + ((Substring(AM_BAR_STRING, 1, AM_BARS_COLOURED[(Player number of (Picked player))])) + (|r + (AM_BAR_COLOUR[2] + ((Substring(AM_BAR_STRING, (AM_BARS_COLOURED[(Player number of (Picked player))] + 1), (AM_BAR_COUNT + 2))) + (|r [ + ((Strin
      • -------- // // // // // // // // // // // // // // // // --------
      • -------- // // // // // // // // // // // // // // // // --------
      • -------- // // // // // // // // // // // // // // // // --------
      • -------- // PART 1 // HERO ICON. --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions

I don't think this triggers are necessaries in this case but I will put them just in case.

  • AMUpdateKills
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • -------- // CREEPS --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Not equal to True
          • ((Triggering unit) is A structure) Not equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
            • Then - Actions
              • -------- // ENEMY --------
              • Set AM_CREEP_KILLS[(Player number of (Owner of (Killing unit)))] = (AM_CREEP_KILLS[(Player number of (Owner of (Killing unit)))] + 1)
            • Else - Actions
              • -------- // DENY --------
              • Set AM_CREEP_DENIES[(Player number of (Owner of (Killing unit)))] = (AM_CREEP_DENIES[(Player number of (Owner of (Killing unit)))] + 1)
        • Else - Actions
      • -------- // HEROES --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Triggering unit)) is an enemy of (Owner of (Killing unit))) Equal to True
            • Then - Actions
              • -------- // KILL ENEMY HERO --------
              • Set AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))] = (AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))] + 1)
              • Set AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))] = (AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))] + 1)
            • Else - Actions
              • -------- // SUCIDE --------
              • Set AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))] = (AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))] + 1)
        • Else - Actions
      • -------- // UPDATE --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 3, row 2 to (String((AM_HERO_KILLS[1] + (AM_HERO_KILLS[2] + (AM_HERO_KILLS[3] + (AM_HERO_KILLS[4] + AM_HERO_KILLS[5]))))))
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 3, row ((Number of players in AM_PG[1]) + 4) to (String((AM_HERO_KILLS[6] + (AM_HERO_KILLS[7] + (AM_HERO_KILLS[8] + (AM_HERO_KILLS[9] + AM_HERO_KILLS[10]))))))
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 4, row 2 to (String((AM_HERO_DEATHS[1] + (AM_HERO_DEATHS[2] + (AM_HERO_DEATHS[3] + (AM_HERO_DEATHS[4] + AM_HERO_DEATHS[5]))))))
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 4, row ((Number of players in AM_PG[1]) + 4) to (String((AM_HERO_DEATHS[6] + (AM_HERO_DEATHS[7] + (AM_HERO_DEATHS[8] + (AM_HERO_DEATHS[9] + AM_HERO_DEATHS[10]))))))
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 5, row 2 to ((String((AM_CREEP_KILLS[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_CREEP_KILLS[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_CREEP_KILLS[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_CREEP_KILLS[(Player number
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 5, row ((Number of players in AM_PG[1]) + 4) to ((String((AM_CREEP_KILLS[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_CREEP_KILLS[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_CREEP_KILLS[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_CREEP_KILLS[(Player number
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Triggering unit)) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 4, row ((Position of (Owner of (Triggering unit)) in AM_LB[1]) + 2) to (String(AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))]))
          • Multiboard - Set the text for AM_MB[2] item in column 4, row ((Position of (Owner of (Triggering unit)) in AM_LB[1]) + 2) to (String(AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))]))
        • Else - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 4, row ((Position of (Owner of (Triggering unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))]))
          • Multiboard - Set the text for AM_MB[2] item in column 4, row ((Position of (Owner of (Triggering unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_HERO_DEATHS[(Player number of (Owner of (Triggering unit)))]))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Killing unit)) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 5, row ((Position of (Owner of (Killing unit)) in AM_LB[1]) + 2) to (((String(AM_CREEP_KILLS[(Player number of (Owner of (Killing unit)))])) + /) + (String(AM_CREEP_DENIES[(Player number of (Owner of (Killing unit)))])))
          • Multiboard - Set the text for AM_MB[1] item in column 3, row ((Position of (Owner of (Killing unit)) in AM_LB[1]) + 2) to (String(AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))]))
          • Multiboard - Set the text for AM_MB[2] item in column 3, row ((Position of (Owner of (Killing unit)) in AM_LB[1]) + 2) to (String(AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))]))
        • Else - Actions
          • Multiboard - Set the text for AM_MB[2] item in column 5, row ((Position of (Owner of (Killing unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (((String(AM_CREEP_KILLS[(Player number of (Owner of (Killing unit)))])) + /) + (String(AM_CREEP_DENIES[(Player number of (Owner of (Killing unit)))])))
          • Multiboard - Set the text for AM_MB[1] item in column 3, row ((Position of (Owner of (Killing unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))]))
          • Multiboard - Set the text for AM_MB[2] item in column 3, row ((Position of (Owner of (Killing unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_HERO_KILLS[(Player number of (Owner of (Killing unit)))]))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (AM_HERO_KILLS[1] + (AM_HERO_KILLS[2] + (AM_HERO_KILLS[3] + (AM_HERO_KILLS[4] + AM_HERO_KILLS[5])))) Greater than (AM_HERO_KILLS[6] + (AM_HERO_KILLS[7] + (AM_HERO_KILLS[8] + (AM_HERO_KILLS[9] + AM_HERO_KILLS[10]))))
        • Then - Actions
          • Multiboard - Set the color for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (0.00%, 100.00%, 0.00%) with 0.00% transparency
          • Multiboard - Set the color for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (100.00%, 0.00%, 0.00%) with 0.00% transparency
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (AM_HERO_KILLS[1] + (AM_HERO_KILLS[2] + (AM_HERO_KILLS[3] + (AM_HERO_KILLS[4] + AM_HERO_KILLS[5])))) Equal to (AM_HERO_KILLS[6] + (AM_HERO_KILLS[7] + (AM_HERO_KILLS[8] + (AM_HERO_KILLS[9] + AM_HERO_KILLS[10]))))
            • Then - Actions
              • Multiboard - Set the color for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (100.00%, 80.00%, 0.00%) with 0.00% transparency
              • Multiboard - Set the color for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (100.00%, 80.00%, 0.00%) with 0.00% transparency
            • Else - Actions
              • Multiboard - Set the color for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (100.00%, 0.00%, 0.00%) with 0.00% transparency
              • Multiboard - Set the color for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (0.00%, 100.00%, 0.00%) with 0.00% transparency
      • Multiboard - Set the text for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (String((((Real((AM_HERO_KILLS[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_HERO_KILLS[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_HERO_KILLS[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_HERO_KILLS[(Player numb
      • Multiboard - Set the text for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to (String((((Real((AM_HERO_KILLS[6] + (AM_HERO_KILLS[7] + (AM_HERO_KILLS[8] + (AM_HERO_KILLS[9] + AM_HERO_KILLS[10])))))) / (Real((AM_HERO_KILLS[1] + (AM_HERO_KILLS[2] + (AM_HERO_KILLS[3] + (AM_HERO_KILLS[4] + (AM_HERO_KILLS[5] + (AM_HERO_KILLS[6] + (AM_HERO_KI
  • AMUpdateLeaver
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Multiboard - Set the color for (Last created multiboard) item in column 1, row ((Position of (Triggering player) in AM_LB[1]) + 2) to (20.00%, 20.00%, 20.00%) with 0.00% transparency
        • Else - Actions
          • Multiboard - Set the color for (Last created multiboard) item in column 1, row ((Position of (Triggering player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (20.00%, 20.00%, 20.00%) with 0.00% transparency
  • AMUpdateLevel
    • Events
      • Unit - A unit Gains a level
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Triggering unit)) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 2, row ((Position of (Owner of (Triggering unit)) in AM_LB[1]) + 2) to (String((Hero level of (Triggering unit))))
        • Else - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 2, row ((Position of (Owner of (Triggering unit)) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String((Hero level of (Triggering unit))))

If you need the map to test just let me know and I will upload it.

Thank you in advance for your help.
 
Shouldn't you set AM_PLAYER_HERO_ICON_PATH[Player] and AM_CHOSEN_HERO[Player] in the Hero pick Triggers.

Written in Am_Settings:
  • PLEASE SEE THIS: --------
  • empty.gif
    join.gif
    comment.gif
    -------- // PUT THE FOLLOWING ACTIONS INTO YOUR HERO CHOOSE TRIGGER --------
  • empty.gif
    join.gif
    comment.gif
    -------- // AND ENABLE THE CURRENTLY DISABLED ACTION AFTER PLACING IT IN THE TRIGGER --------
  • empty.gif
    join.gif
    comment.gif
    -------- // GO TO AMCreation and DELETE THE ACTION //PART 1// HERO ICON. --------


You only set it in second 0.00 to Current Picked Hero, which can only work in a test/demo situation ( okay it does the System).

BTW you can save alot of IF-Checks if you use Point Value of Unit/Type which you set inside Object Editor to the correct Index of your Image. That way you only need to save the picked Hero and be able to update the Image with just one call.
 
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