- Joined
- Apr 3, 2010
- Messages
- 1,891
I've come to a point where a trigger just plain and simple rigs when I've done it totally right. It appears the numbers that appear are rigged that come up but do go down slowly by meaning it doesn't go down to the number 0 when there are none of the players units left! I've tested it a thew times and this is a part in my actual map triggering and seems to rig up as I said! Heres the trigger and if someone finds a solution I'll be greatly happy . Remember its the interger that is rigged I think.
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NE Left
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Events
- Unit - A unit Dies
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Conditions
- (Owner of (Dying unit)) Equal to Player 11 (Dark Green)
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Actions
- Set UnitGroup = (Units in (Playable map area) owned by Player 11 (Dark Green))
- Set UnitsLeft = (Number of units in UnitGroup)
- Custom script: call DestroyGroup(udg_UnitGroup)
- Multiboard - Change the title of MultiBoard to (WhosComingNextIn + (String(UnitsLeft)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnitsLeft Equal to 0
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Then - Actions
- Wait 2.00 seconds
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Player Group - Pick every player in CorruptedPlayers and do (Actions)
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Loop - Actions
- Dialog - Show WinDialog for (Picked player)
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Loop - Actions
- Game - Display to CorruptedPlayers the text: You Win! Send in t...
- Else - Actions
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If - Conditions
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Events