hello there,
I have an issue with my wincondition trigger, it's not working as intended :
each time a specific unit (builder or aitz- dies) then remove the owner of the player from the Human group player.
each time a specific unit (vampire or vampire support dies) then remove the owner of the player from the Vamp group player.
If 0 players in Human group then show victory screen for vamp group players and show defeat screen to human group players.
If 0 players in Vamp group then show defeat screen for vamp group players and show victory screen to human group players.
Here are all the triggers :
Please someone could help ?
I have an issue with my wincondition trigger, it's not working as intended :
each time a specific unit (builder or aitz- dies) then remove the owner of the player from the Human group player.
each time a specific unit (vampire or vampire support dies) then remove the owner of the player from the Vamp group player.
If 0 players in Human group then show victory screen for vamp group players and show defeat screen to human group players.
If 0 players in Vamp group then show defeat screen for vamp group players and show victory screen to human group players.
Here are all the triggers :
-
Human dies
-

Events
-


Unit - A unit Dies
-
-

Conditions
-

Actions
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Or - Any (Conditions) are true
-





Conditions
-






(Unit-type of (Triggering unit)) Equal to Builder
-






(Unit-type of (Triggering unit)) Equal to aitz-
-
-
-
-



Then - Actions
-




Player Group - Remove (Owner of (Dying unit)) from HumanGroup.
-




Player Group - Pick every player in (All players) and do (Actions)
-





Loop - Actions
-






Game - Display to (Player group((Picked player))) the text: ((Name of (Owner of (Triggering unit))) + 's Builder died. Rest in Pieces.)
-






Game - Display to (Player group((Picked player))) the text: (number of alive builders : + (String((Number of players in HumanGroup))))
-






Game - Display to (Player group((Picked player))) the text: (number of alive vampires : + (String((Number of players in VampGroup))))
-
-
-




Trigger - Run Wincondition <gen> (ignoring conditions)
-




Sound - Play humandie <gen>
-




Set VariableSet playerNr = (Player number of (Owner of (Dying unit)))
-




Player - Set (Owner of (Dying unit)).Current gold to 0
-




Player - Set (Owner of (Dying unit)).Current lumber to 0
-




Multiboard - Set the text for (Last created multiboard) item in column 3, row playerNr to Defeated
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






Or - Any (Conditions) are true
-







Conditions
-








(Owner of (Triggering unit)) Equal to Protector1
-








(Owner of (Triggering unit)) Equal to Protector2
-
-
-
-





Then - Actions
-






Player Group - Pick every player in HumanGroup and do (Actions)
-







Loop - Actions
-








Game - Display to (Player group((Picked player))) the text: |cff00ffffYou can e...
-
-
-






Set VariableSet tempUnitGroup = (Units of type Builder)
-






Unit Group - Pick every unit in tempUnitGroup and do (Actions)
-







Loop - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










(Picked unit) Equal to (Triggering unit)
-
-









Then - Actions
-









Else - Actions
-










Unit - Add Inventory (Builder) to (Picked unit)
-










Hero - Create |cffff0000Slayer election item|r and give it to (Picked unit)
-
-
-
-
-






Custom script: call DestroyGroup ( udg_tempUnitGroup )
-






Set VariableSet tempUnitGroup = (Units of type aitz-)
-






Unit Group - Pick every unit in (Units of type aitz-) and do (Actions)
-







Loop - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










(Picked unit) Equal to (Triggering unit)
-
-









Then - Actions
-









Else - Actions
-










Unit - Add Inventory (Builder) to (Picked unit)
-










Hero - Create |cffff0000Slayer election item|r and give it to (Picked unit)
-
-
-
-
-






Custom script: call DestroyGroup ( udg_tempUnitGroup )
-






Set VariableSet VampSlayerOld = (Owner of (Triggering unit))
-






Set VariableSet VampSlayerStatus = 0
-
-





Else - Actions
-
-




Set VariableSet tempUnitGroup = (Units owned by (Owner of (Dying unit)).)
-




Unit Group - Pick every unit in tempUnitGroup and do (Actions)
-





Loop - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Or - Any (Conditions) are true
-









Conditions
-










(Unit-type of (Picked unit)) Equal to Slayer
-










(Unit-type of (Picked unit)) Equal to Berserk
-
-
-
-







Then - Actions
-








Unit - Change ownership of (Picked unit) to Neutral Extra and Change color
-








Unit - Kill (Picked unit)
-
-







Else - Actions
-








Unit - Kill (Picked unit)
-
-
-
-
-




Custom script: call DestroyGroup ( udg_tempUnitGroup )
-




Set VariableSet tempUnitGroup = (Units owned by (Owner of (Dying unit)).)
-




Unit Group - Pick every unit in tempUnitGroup and do (Actions)
-





Loop - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








Or - Any (Conditions) are true
-









Conditions
-










(Unit-type of (Picked unit)) Equal to Slayer
-










(Unit-type of (Picked unit)) Equal to Berserk
-
-
-
-







Then - Actions
-








Unit - Kill (Picked unit)
-
-







Else - Actions
-








Unit - Kill (Picked unit)
-
-
-
-
-




Custom script: call DestroyGroup ( udg_tempUnitGroup )
-
-



Else - Actions
-
-
-
-
Vampire dies
-

Events
-


Unit - A unit Dies
-
-

Conditions
-

Actions
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Or - Any (Conditions) are true
-





Conditions
-






(Unit-type of (Triggering unit)) Equal to Vampire [solo or double vamp]
-






(Unit-type of (Triggering unit)) Equal to Vampire [triple vamp]
-






(Unit-type of (Triggering unit)) Equal to Vampire Support
-
-
-




((Owner of (Triggering unit)) is in VampGroup.) Equal to True
-
-



Then - Actions
-




Set VariableSet tempPlayerGroup = (All players)
-




Game - Display to tempPlayerGroup the text: ((Name of (Owner of (Triggering unit))) + 's Vampire died. Burn in hell.)
-




Sound - Play BloodElfMageYesAttack3 <gen>
-




Multiboard - Set the text for (Last created multiboard) item in column 3, row boardPlayer[((Player number of (Owner of (Dying unit))) - 1)] to Defeated
-




Player Group - Remove (Owner of (Triggering unit)) from VampGroup.
-




Player Group - Remove (Owner of (Triggering unit)) from VampRandomPlayer.
-




Game - Display to tempPlayerGroup the text: (number of alive builders : + (String((Number of players in HumanGroup))))
-




Game - Display to tempPlayerGroup the text: (number of alive vampires : + (String((Number of players in VampGroup))))
-




Custom script: call DestroyForce ( udg_tempPlayerGroup )
-




Trigger - Run Wincondition <gen> (ignoring conditions)
-




-------- Checking player number --------
-




Player Group - Add (Random player from VampGroup) to VampRandomPlayer
-




Set VariableSet tmp_point = (Random point in GoblinLeaving2 <gen>)
-




Player Group - Pick every player in VampRandomPlayer and do (Actions)
-





Loop - Actions
-






Player - Add ((Owner of (Triggering unit)) Current gold) to (Picked player).Current gold
-






Unit - Remove GenerousGoblin[(Player number of (Owner of (Triggering unit)))] from the game
-






Player - Set (Owner of (Triggering unit)).Current gold to 0
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








(Number of units in (Units owned by (Picked player) of type Vampire Gravestone)) Equal to 1
-
-







Then - Actions
-








Set VariableSet tempUnitGroup = (Units owned by (Owner of (Dying unit)).)
-








Unit Group - Pick every unit in tempUnitGroup and do (Actions)
-









Loop - Actions
-










Hero - Give (Item carried by (Dying unit) in slot 1) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 2) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 3) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 4) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 5) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 6) to Gravestone_unit
-










Unit - Remove (Picked unit) from the game
-
-
-








Custom script: call DestroyGroup ( udg_tempUnitGroup )
-
-







Else - Actions
-








Set VariableSet tmp_point = (Random point in Goblin2 <gen>)
-








Unit - Create 1 Vampire Gravestone for (Picked player) at tmp_point facing Default building facing degrees
-








Set VariableSet Gravestone_unit = (Last created unit)
-








Custom script: call RemoveLocation(udg_tmp_point)
-








Quest - Display to VampGroup the Hint message: (((Name of (Triggering player)) + 's vampire died, his items were given to ) + (Name of (Picked player)))
-








Set VariableSet tempUnitGroup = (Units owned by (Owner of (Triggering unit)).)
-








Unit Group - Pick every unit in tempUnitGroup and do (Actions)
-









Loop - Actions
-










Hero - Give (Item carried by (Dying unit) in slot 1) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 2) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 3) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 4) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 5) to Gravestone_unit
-










Hero - Give (Item carried by (Dying unit) in slot 6) to Gravestone_unit
-










Unit - Remove (Picked unit) from the game
-
-
-








Custom script: call DestroyGroup ( udg_tempUnitGroup )
-
-
-
-
-
-



Else - Actions
-
-
-
-
Wincondition
-

Events
-


Time - Every 5.00 seconds of game time
-
-

Conditions
-

Actions
-


Player Group - Pick every player in (All players) and do (Actions)
-



Loop - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(Number of players in HumanGroup) Equal to 0
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








((Picked player) is in HumanGroup.) Equal to True
-
-







Then - Actions
-








Player Group - Pick every player in HumanGroup and do (Actions)
-









Loop - Actions
-










Game - Display to (Player group((Picked player))) the text: |cffff3b00THE WORLD...
-










Game - Defeat (Picked player) with the message: Defeat!
-
-
-
-







Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










((Picked player) is in VampGroup.) Equal to True
-
-









Then - Actions
-










Player Group - Pick every player in HumanGroup and do (Actions)
-











Loop - Actions
-












Game - Display to (Player group((Picked player))) the text: |cffff3b00THE WORLD...
-












Game - Victory (Picked player) (Show dialogs, Show scores)
-
-
-
-









Else - Actions
-
-
-
-
-





Else - Actions
-
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(Number of players in VampGroup) Equal to 0
-
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








((Picked player) is in VampGroup.) Equal to True
-
-







Then - Actions
-








Player Group - Pick every player in VampGroup and do (Actions)
-









Loop - Actions
-










Game - Display to (Player group((Picked player))) the text: |c0096FF96THE WORLD...
-










Game - Defeat (Picked player) with the message: Defeat!
-
-
-
-







Else - Actions
-








If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
-










((Picked player) is in HumanGroup.) Equal to True
-
-









Then - Actions
-










Player Group - Pick every player in HumanGroup and do (Actions)
-











Loop - Actions
-












Game - Display to (Player group((Picked player))) the text: |c0096FF96THE WORLD...
-












Game - Victory (Picked player) (Show dialogs, Show scores)
-
-
-
-









Else - Actions
-
-
-
-
-





Else - Actions
-
-
-
-
-
Please someone could help ?
Last edited:
