| 10-25-2003, 08:01 AM | #1 |
EDIT: Never mind, changed triggers around, don't need these triggers to work anymore. Disregard and close board please! |
| 10-25-2003, 09:11 AM | #2 |
Might try this. Same thing, but instead of having figuring out who the owner is in the events, you do it in the conditions. I dunno, but I think the way you have it, each player would have to have a unit die. I also took out the condintion about where the unit died. It was a little redundent. There might also be a problem with the do nothings, but I dunno. I play with it myself, and see what would work. Code:
unitdiesneargate
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
((Dying unit) is A structure) Equal to False
Actions
Wait 2.00 seconds
If ((East Gate <gen> contains (Dying unit)) Equal to True) then do (Trigger - Run closeE <gen> (ignoring conditions)) else do (Do nothing)
If ((West Gate <gen> contains (Dying unit)) Equal to True) then do (Trigger - Run closeW <gen> (ignoring conditions)) else do (Do nothing) |
| 10-25-2003, 11:35 AM | #3 |
I dunno. I don't think running close twice would be a problem Try disabling the trigger and running the map. |
| 10-25-2003, 11:50 AM | #4 |
Tiamazzo, thanx for the attempted help... but thats ok. |
