Check out the map, it makes much more sense. The faulty trigger in question is under the "All Players" triggers and it's levels 1-3.
Basically I tell it to move the level skip back to it's original location. The level skip belongs to the "Defense" force. If there is no player 1, then it's control goes to player 2. If it belongs to player 12, then it's given to the next person up on the "Defense" force.
Now, I have the trigger pull the skipper back to it's original location, but it won't move back and even the next trigger won't run, even though it meets all of the requirements.
I even went as far as to import working level triggers from other maps and put them in this one. They still won't fire.
I understand there are cooler ways to start a level, but I like this way better.
Just if someone has the time look at the triggers that start the levels. It's really weird why only parts of them fire.
Yeah I've posted this map before, but that was for something that made no sense whatsoever. Hopefully this will have something interesting behind it. Hopefully someone who is good at dealing with the way Starcraft works with players can help me out on this.
#1 Ok the first problem with moveing the dt back is that there wasn't enouth space for the DT to be moved there. I know that sounds dumb since the DT is already standing there but that is what the problem is. The location isn't exactly center on the space or the unit is exactly created exactly in the center of the location (I'm not sure witch).
To fix this I centered the location on player7s DT at the start of the game. This way the center of the location he is being moved to is at the exact same spot that i already know is a valid placement area.
#2 This one is big because you have alot of problems with your system.
A) It wasn't working because you had changed the wrong units deaths in Level 1's trigger to 2 deaths.
B) It wasn't working because the trigger was running for all the players creating too many Reavers
C) It isn't working because the unit you have selected for level 2 (not a dragon as your comment says) is a X-tra unit that cannot be created with triggers.
The main thing is B. To fix this you have to make sure that the move action and or the increase levels action is BEFORE any waits in the trigger. (there isn't really a point for those waits anyways).
Anyways making it so the trigger only fires for one of the players creates another problem. The Display text used will ONLY fire for the Lowest numbered player because the other players triggers wont' run, if they run your creating too many units.
The way i would fix this is to Make your display text appear when the deaths are counted up. Anotherwords when player 8 has 2 deaths display the text using a differant trigger for all players "Level 1, Reavers" And make that trigger seperate from everything else(delete the original display text in the actual level trigger). Then for when the deaths is at 3 display it for level 2 and so on.
Anyways here is your map, I didn't fix the display text problem or choose a new unit for you but I fixed the other things.
[attachmentid=11780]This is only a hunch without testing, but the fact that you ran a wait under all players, meaning the player with your hypers will potentially get messed up, and cause massive wait blocks. Also, 3 hyper triggers are needed for maximum efficieny. Also, this might be a hunch without testing, but if you play with more then two players, won't it create twice as much units, since the conditions are fufilled twice?
If it runs properly (not for each player), Player 8's trigger will never fire. Player 8 owns the hyper triggers so hyper triggers can't interfer with it.
However there is no reason to have the trigger owned by the computer players and the human players.
I was just lazy and didn't want to go with death counters 1 under the level. So on level 1 when it had 0 deaths I just set it to 2 for level 2. But how the hell can that location be off? Look at Mazish Defense in my sig. The space there is exactly the same, but the level skip moves back to the original location. That's what got me about this one.
Its quite clear to me why level 1 uses 0 deaths and level 2 uses 2, I never asked about that. I said you selected the wrong unit to set the deaths for, not the wrong value.
I havn't seen Mazish Defense, but my guess is there using a smaller unit where there is more space for error. (like a zergling or civ)
But hey don't take my word for it, I attached the darn map why are you argueing it?
Oh, I thought you said the death counter was wrong, not the unit. Mazish D uses the same exact unit and in the same exact amount of space. I just think it's odd that a location wouldn't fit a unit...
Why cant you just make the location.....BIGGER????
PS can I be your hero too?

QUOTE(ShadowBrood @ Jul 18 2005, 11:47 AM)
Oh, I thought you said the death counter was wrong, not the unit. Mazish D uses the same exact unit and in the same exact amount of space. I just think it's odd that a location wouldn't fit a unit...
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Maybe he centered it too.
QUOTE(Mp)Sniper @ Jul 18 2005, 06:27 PM)
Why cant you just make the location.....BIGGER????
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Cause that would do nothing.
I made Mazish D

. All I did was place the location there. Though, I DID do it in SCMDraft when I made this map. Maybe SCMDraft still has issue with location size?