- 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
.


-
NE Left
-
Events
-
Unit - A unit Dies
-
-
Conditions
-
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
-
-
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)))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
UnitsLeft Equal to 0
-
-
Then - Actions
-
Wait 2.00 seconds
-
Player Group - Pick every player in CorruptedPlayers and do (Actions)
-
Loop - Actions
-
Dialog - Show WinDialog for (Picked player)
-
-
-
Game - Display to CorruptedPlayers the text: You Win! Send in t...
-
-
Else - Actions
-
-
-