First thought i got when i saw your round trigger, hawk: HELL MAN, HAVE YOU EVER HEARD OF SUCH A THING AS LOOP?!
In other words: instead of 36 actions, use
For each (Integer A) from 1 to 12 do (Actions so this part of trigger will be 9 times shorter!
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Actions
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For each (Integer A) from 1 to 12 do (Actions:)
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Set TempPoint = (Random point in RoundStartTeleport <gen>)
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Unit - Move HeroController[(Integer A)] instantly to TempPoint
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Custom script: call RemoveLocation(udg_TempPoint)
And to your first question: mostly probably the cause why the round trigger isnt working is the following action:
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Wait until (NumberofLiveHeros Equal to or lower than 1), checking every 1.00 seconds
I didnt get the message after my tauren died, although it got teleported to the arena. I'd suggest creating a periodical trigger to check the number of heroes alive.
Some other suggestions so far:
- Instead of dialog-based round selecting, use chat-based selection, with option to enter whatever number you want (like -setrounds## where ## is any number).
- Make hero choosers invulnerable.
- If the running lizards are dummies, remove them when they enter the shopping area. It's kinda annoying to see animals running in front of your nose when you're shopping, dont you think?
- Set the aura effect to a variable so you can remove it when a hero dies.
- The arena 'floor' should be square. Looks nicer and simplifies many things.