- Joined
- Jul 5, 2014
- Messages
- 556
This is not the first time that condition doesn't seem to work. I checked it and the trigger runs without the "units owned by Player 11" condition, so it has to be the problem. Am I doing something wrong or is it bugged?
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Merc Saved
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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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 (Units owned by Player 11 (Dark Green))) Equal to 0) and ((Reanimated Mercenary 0001 <gen> is alive) Equal to True)
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Then - Actions
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Trigger - Turn off (This trigger)
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Wait 1.00 seconds
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If ((Reanimated Mercenary 0001 <gen> is alive) Equal to False) then do (Skip remaining actions) else do (Do nothing)
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Cinematic - Send transmission to (All players) from Reanimated Mercenary 0001 <gen> named Reanimated Mercenary: Play No sound and display I don't know who yo.... Modify duration: Set to 10.00 seconds and Don't wait
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Wait 10.00 seconds
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If ((Reanimated Mercenary 0001 <gen> is alive) Equal to False) then do (Skip remaining actions) else do (Do nothing)
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Set SingleUsePoint3 = (Position of Reanimated Mercenary 0001 <gen>)
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Item - Create Heavy Maul at SingleUsePoint3
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Custom script: call RemoveLocation(udg_SingleUsePoint3)
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Unit - Order Reanimated Mercenary 0001 <gen> to Move To (Center of Merc_Leaves <gen>)
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Wait until ((Merc_Leaves <gen> contains Reanimated Mercenary 0001 <gen>) Equal to True), checking every 0.40 seconds
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Unit - Remove Reanimated Mercenary 0001 <gen> from the game
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Else - Actions
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