Ok this is my first time making a bound so bare with me.
It isn't working!!!!
In most bounds they have like BCs over areas exploding representing fire so i did something like:
Condition:
Switch 1 is set
Actions:
Create 1 BC at Location Exp. 1 (1)
Wait 1000 Millseconds
Create 1 BC at Location Exp. 2 (1)
and so on (yes i preserved trigger at the end)
Then i did
Condition:
Switch 1 is set
Actions:
Kill All Any Unit For player 7 (comp) at Exp.1 (1)
Kill All Any Unit For Bounderz at Exp.1 (1)
Wait 1000 millseconds
then do next part and i preserved trigger. THe problem is it make one bc at the start it explods and thats it. It just stops
WHY!?!?!?
Tell me why that second trigger is there. I don't see it's purpose.
there is a wait block. it's better to do something like:
switch 1 is set (I hate switchs for this though, I prefer counters)
create one battle cruiser at location
kill all anyunits for all players at location
wait 600 milliseconds
create one battle cruiser at location2
kill all anyunits for all players at location2
wait 600 milliseconds
etc.
Why did you make two triggers for the same condition. Just put the two triggers in.
Make it sorta like this...
Conditions
-Counter 1 is there
Actions
-Do your bound patterns
-Kill counter
Conditions
-Counter 1 isn't there
Actions
-Continue your bound patterns
-Put counter at counter
Thats when your level is longer than 64 actions so you make another trigger. Don't have 2 triggers doing the actions of 1. One trigger can be a little bit faster than the other and then it gets messed up.
OK tried what CheeZe said
AND IT STILL ISNT WORKING
Look
Boom then its gone
Do you have hyper triggers? They increase the length of waits quite a large amount if you have them in the wrong spot.
i think you forgot to remove the other trigger

The Second Trigger isn't really the problem (except for the wait in it). Some times killing your units in a differant trigger than the one you created them in can be benificial. But i suggest you don't do it.
Sterio is proboly right. You have a hyper trigger that stops your trigger from continueing past the first wait. I would suggest deleting your hyper trigger and creating it again.
PS. If you wait 1000 seconds between explotions the screen shot wouldn't be able to capture any usefull information anyways. This is because the explotion before it would be compleatly gone before the first one starts.
PSS. 1001st Post.
1000 milliseconds is a bit ling thats 1 second between explosions, a ling can run faster than that...(I think)
I had that same problem of the one explosion. Just re-do your hyper trigger.
If that don't work re-do your bound Triggers and the Hyper triggers, I don't remember in what order it was.
I got rid of hyper triggers and it works!
THANKS!
You can re-add the hypers now. Since that would place the other triggers ABOVE the hypers, they would work now. Or you could have just moved them in the first place.

Yeah.. wait 1000 milliseconds is a little too much i think. Just do the explosion, kill unit, wait 100-500 x5 and preserve trigger
QUOTE
You can re-add the hypers now. Since that would place the other triggers ABOVE the hypers, they would work now. Or you could have just moved them in the first place.
Just be safe and give hypers to a player with no other wait block triggers. Then you dont have to worry about it.
QUOTE
Yeah.. wait 1000 milliseconds is a little too much i think. Just do the explosion, kill unit, wait 100-500 x5 and preserve trigger
IF you get that kind of problem, anything over 84 mS will give you problems.
well really most of the time youll need hypertriggers and i havent even read the question ut i do know your going to need to know alot about switches before you can even make a part of a bound
ha gl wit r bound! im a a boudner
R)ii(P Please write out your words, I have no idea what you just said.
Same thing happened to me but like moose said just put you triggers above hyper triggers and they will work.
Bounds normally follow a simple idea of making of something setting off a "Round" and then that being the condition for the "Round" itself, and so it will 'Loop' until something happens to end the "Round" such as you getting past it or all dying, or whatever you like.