- Joined
- Jun 2, 2009
- Messages
- 1,233
Hello everyone. I have a many timers in my map and if one of them expires,
I think timer restarts until my unit removed from ug_Oluler. But this trigger works once.
What am i missing in here?
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TestTrigger
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Events
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Time - Dagger[2] expires
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Conditions
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Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Custom script: if (GetExpiredTimer() == udg_Dagger[bj_forLoopAIndex]) then
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Set TempIntegerDagger = (Integer A)
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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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(DaggerUnit[TempIntegerDagger] is in Oluler_ug) Equal to False
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(Life of HeroOyuncu[TempIntegerDagger]) Greater than or equal to 2.00
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Then - Actions
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Game - Display to (All players) for 1.00 seconds the text: First 2 conditions ...
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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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(HeroOyuncu[TempIntegerDagger] has an item of type FAKE ITEM) Equal to True
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Then - Actions
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Item - Remove (Item carried by DaggerUnit[TempIntegerDagger] of type FAKE ITEM)
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Hero - Create TRUE ITEM and give it to DaggerUnit[TempIntegerDagger]
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Countdown Timer - Start Dagger[TempIntegerDagger] as a One-shot timer that will expire in 3.00 seconds
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Else - Actions
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Game - Display to (All players) for 1.00 seconds the text: Hero DOES NOT HAVE ...
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Else - Actions
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Game - Display to (All players) the text: 5
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Custom script: exitwhen true
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Custom script: endif
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Game - Display to (All players) the text: 6
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I think timer restarts until my unit removed from ug_Oluler. But this trigger works once.
What am i missing in here?