- Joined
- Apr 3, 2010
- Messages
- 1,889
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
.
. 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 -
NE Left
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Events
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Unit - A unit Dies
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Conditions
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(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
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Actions
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Set UnitGroup = (Units in (Playable map area) owned by Player 11 (Dark Green))
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Set UnitsLeft = (Number of units in UnitGroup)
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Custom script: call DestroyGroup(udg_UnitGroup)
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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
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UnitsLeft Equal to 0
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Then - Actions
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Wait 2.00 seconds
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Player Group - Pick every player in CorruptedPlayers and do (Actions)
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Loop - Actions
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Dialog - Show WinDialog for (Picked player)
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Game - Display to CorruptedPlayers the text: You Win! Send in t...
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Else - Actions
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