Alright. This isn't even a serious problem for me, but what's bugging me is the "why" part of it.
Scenario: I've got a two seperate locations where a player can choose to "revive" their hero unit after death. However, it costs resources. So, just to make it informative as possible, I made seperate triggers for every possibility that the player could encounter in terms of not having enough minerals/gas to buy the revive.
I did all that and it worked fine for both players. Then I made a trigger that stops them from reviving the hero if they never owned it (You have to buy the hero first). This is where the problem comes in. Here's how I have it set up:
Conditions:
-Player owns at most 0 of Hero1.
-Doesn't Own Hero is clear.
Actions:
-Set Doesn't Own Hero.
If someone owns the unit, then Switch1 is automatically cleared and stays that way. (I already have switches to prevent reviving when they're already alive) But, when someone attempts to revive the hero (Without owning it).
Conditions:
-Player brings at least 1 Civ to Revive Hero1.
Actions:
-Move all Civ at Revive Hero1 to Civ Location.
-Set Revive Hero1.
Conditions:
-Revive Hero1 is set.
-Doesn't Own Hero is set.
Actions
-Display text message: You have never owned...ect.
-Clear Switch3.
Now, this is just the basic set-up, and it's the exact same for both heros other then the switches they set/clear/require and the locations they use. However, one works and one doesn't. One does exactly as above, however the second one gives me my "You need (minerals) and (gas) to purchase this hero" message that would be given if I had already owned the hero.
Anyone know why?
