I've looked at everything and I can't figure out why this trigger only works for Player 1.
When 2 'Golem Parts' enter 'make observer', adds the unit to 'partsobserver[(player number)]
then checks if the group has 2 units, if it does, it does those other actions.
but in game, it only works when player 1's golem parts move into the area.
when other players try, nothing happens. why???
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enter observer
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Events
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Unit - A unit enters make observer <gen>
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Conditions
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(Unit-type of (Triggering unit)) Equal to Golem Part
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Actions
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Unit Group - Add (Triggering unit) to partsobserver[(Player number of (Owner of (Triggering unit)))]
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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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(Number of units in partsobserver[(Player number of (Owner of (Triggering unit)))]) Equal to 2
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Then - Actions
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Unit Group - Pick every unit in partsobserver[(Player number of (Owner of (Triggering unit)))] and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Set point = (Center of specialunitspawnregion[(Player number of (Owner of (Triggering unit)))])
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Unit - Create 1 Observer for (Owner of (Triggering unit)) at point facing (Random angle) degrees
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Cinematic - Ping minimap for playergroup at point for 1.00 seconds, using a Simple ping of color (100.00%, 100.00%, 100.00%)
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Custom script: call RemoveLocation(udg_point)
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Game - Display to playergroup for 10.00 seconds the text: (playername[(Player number of (Owner of (Triggering unit)))] + |cffffcc00summons an |r|c003366ffObserver.|r)
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Else - Actions
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When 2 'Golem Parts' enter 'make observer', adds the unit to 'partsobserver[(player number)]
then checks if the group has 2 units, if it does, it does those other actions.
but in game, it only works when player 1's golem parts move into the area.
when other players try, nothing happens. why???
