trigger works only for P1

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May 11, 2012
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  • Start Timer
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Triggering unit)) Equal to (Player((Integer A)))
              • ((Triggering unit) is A Hero) Equal to True
            • Then - Actions
              • Set RespawnHero[(Integer A)] = (Triggering unit)
              • Player - Add -20000 to (Player((Integer A))) Current gold
              • Set PlayerGroup = (Player group((Player((Integer A)))))
              • Game - Display to PlayerGroup the text: ((Name of (Player((Integer A)))) + |c00FFD700You lost 20 000 Gold and will respawn after 5 minutes.)
              • Custom script: call DestroyForce(udg_PlayerGroup)
              • Countdown Timer - Start TimerRespawn[(Integer A)] as a One-shot timer that will expire in 300.00 seconds
              • Countdown Timer - Create a timer window for (Last started timer) with title Respawn in:
              • Set TimerWindowRespawn[(Integer A)] = (Last created timer window)
              • Countdown Timer - Hide TimerWindowRespawn[(Integer A)]
              • Countdown Timer - Show TimerWindowRespawn[(Integer A)] for (Owner of RespawnHero[(Integer A)])
            • Else - Actions
 
Then why do you suppose this fine trigger is working for p1 only?
First, like other ppl said, replace integer A with ur own loop A variable.
Integer A is a global and can conflict with other loops.
Then, timer array index size must be initialized likewise to few other variable array types.
 
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