QUOTE(Tuxedo Templar @ Sep 24 2004, 07:38 PM)
You don't need that whole "respawn done" crap. Have the timer triggers belong to only ONE player (permenant comp/neutral player), then when the gas timer is 0 set a switch, death counter, add a mineral, custom score, whatever you want for each HUMAN player, and reset the counter. Then make another set of triggers for the humans when their switch/counter/mineral/score/etc is set to spawn at their bunkers, clear that switch/counter/score/etc, preserve trigger, and go off and make some chilli dogs to celebrate.
Make sense?
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Well yes and no - SORRY I'M MAKING THIS SO DIFFICULT FOR YOU GUYS...
The whole reason that triggers belong to each player, the gas countdown timer for each player, is so that each player can see a visible count-down timer for bunker respawn.
Basically doing this way will repeat what I have already done.
"switch off"
"respawn units"
AFTER respawn units triggers:
"switch on"
"reset gas"
"switch off"
Again, that won't work, because for some reason, ONLY 15 BUNKERS/UNITS can be respawn at a time before the switch is activated.
The CREATE unit has a delay, and "switches, death counters, etc" respond too fast.
So before all units are respawned, the triggers practically SKIP all bunkers from 16-20, and move on to the "deathcounter/switch" that you told to activate "after units are respawned"
Get it? Or am I losing you guys? and myself ;op
Try it yourself guys, if you have the time, I'll try it myself later aswell, but do this:
Have a trigger create 1 unit, at 20 location.
20 different triggers.
Now have them all respawn when (any)timer = 0.
Then reset
By the time triggers read that the timer is at ZERO (0), only 15 units can be created before it resets back.
Thanks again, and I'll keep trying.