Add a Turn (Levels) Off trigger before Unit - Set (Picked unit) Experience to (((Picked unit) Experience (Current)) - (Triggering experience gained)) in Exp Removal System 2 and add a Turn (Levels) On after it should do the trick.
Use standard debugging procedures. Place a Display Text Message before the +1 Mutation Points to differentiate between the two. Then you'd know if one of them ran twice, or if they both ran. I'm guessing the former since it would only make sense that they both run at level 30.
Requesting some minor assistance from anyone who is reading this on a technical hiccup. You can read the first post of this thread for more info.
You need your SCV Select in Arrays. Then change your "Set Last Created DIalog Item == SCV Slect" to "Set Last Created Dialog Item == SCV Select (Picked Player)"
The key to organization is folders. You are also trying too hard to be variable efficient with the arrays. It hardly decreases your map size, but it does make it a lot more confusing. Look at what I did in my version of your map. You also probably need bank arrays to achieve what you want for the bank areas. I also recommend using constant variables for your dialogs, but I didn't include that in that map I uploaded. I mentioned this in the last post, but here it is again, use Switch Cases instead of a chain of If Then Else's.
Anyways, I only vaguely looked at your triggers, but right now it seems like the method you are using is wrong. All you need are boolean variables PlayerHasVoted[8] == False, set them to true once they uses one of the dialog items, and then when timer expires, you pick each player in active players, compare if PlayerHasVoted[Picked Player] == true, and if not then set their selection to Core.
Each time any player presses one of the two dialog items, all players are shown a dialog. I honestly have no idea what your trigger is trying to accomplish, so it actually might be intended =/
I helped you organize your map up to a point. I stopped at the trigger which I renamed "Mode Vote Process". There, the trigger is just too confusing for me. You are basically creating one same dialog that all players can see every time a dialog item is pressed. I also suggest you use Switch Case instead of a chain of If Then Else's on that trigger.
Well, first of all, your event is wrong. Triggering Player is used to recall the player that triggers the event, so you can't have that in Events. Then, the event is Unit - Unit enters Region, so you the triggering thing is a unit, not a player, change the first Camera action to "Apply Arena Cam for player (owner of Triggering Unit)" and the second Camera Action to "Camera - Lock camera input for Player (Owner of Triggering Unit)
From your description, everything seems to be alright. Can you please post the complete trigger? First, switch the post format to BBCode at the bottom of the reply textbox. Then, copy your triggers as text (highlight all the things in the triggers, then press Ctrl+Shift+C), and then paste it here in [code] format (like this [code] Your Trigger [/code] without the spaces)
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Actually ignore my previous post. I had the wrong idea. Turning it off and then turning it back on wouldn't solve it. D:
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Add a Turn (Levels) Off trigger before Unit - Set (Picked unit) Experience to (((Picked unit) Experience (Current)) - (Triggering experience gained)) in Exp Removal System 2 and add a Turn (Levels) On after it should do the trick.
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Use standard debugging procedures. Place a Display Text Message before the +1 Mutation Points to differentiate between the two. Then you'd know if one of them ran twice, or if they both ran. I'm guessing the former since it would only make sense that they both run at level 30.
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You need your SCV Select in Arrays. Then change your "Set Last Created DIalog Item == SCV Slect" to "Set Last Created Dialog Item == SCV Select (Picked Player)"
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You'll actually need the Melee Initialization trigger. Use the method I first posted to change the units.
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Add
inside the If-Then-Else action @ the trigger Timer Expires
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If you mean the starting units of players, then go to the Data Editor -> Races tab -> Starting Units
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Use "Convert Real to Integer", then search for "Unit Property"
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Just took a look at your map and seen that you haven't organized your map at all. At least use the version I uploaded yesterday please
http://www.sc2mapster.com/media/attachments/25/358/DefenseTestKenneth.SC2Map
The key to organization is folders. You are also trying too hard to be variable efficient with the arrays. It hardly decreases your map size, but it does make it a lot more confusing. Look at what I did in my version of your map. You also probably need bank arrays to achieve what you want for the bank areas. I also recommend using constant variables for your dialogs, but I didn't include that in that map I uploaded. I mentioned this in the last post, but here it is again, use Switch Cases instead of a chain of If Then Else's.
Anyways, I only vaguely looked at your triggers, but right now it seems like the method you are using is wrong. All you need are boolean variables PlayerHasVoted[8] == False, set them to true once they uses one of the dialog items, and then when timer expires, you pick each player in active players, compare if PlayerHasVoted[Picked Player] == true, and if not then set their selection to Core.
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Each time any player presses one of the two dialog items, all players are shown a dialog. I honestly have no idea what your trigger is trying to accomplish, so it actually might be intended =/
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I helped you organize your map up to a point. I stopped at the trigger which I renamed "Mode Vote Process". There, the trigger is just too confusing for me. You are basically creating one same dialog that all players can see every time a dialog item is pressed. I also suggest you use Switch Case instead of a chain of If Then Else's on that trigger.
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Best way I've seen to create dialogs so far.
Thanks
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A better method is to probably just use the Move command on the unit, hence following it. Test map attached.
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Well, first of all, your event is wrong. Triggering Player is used to recall the player that triggers the event, so you can't have that in Events. Then, the event is Unit - Unit enters Region, so you the triggering thing is a unit, not a player, change the first Camera action to "Apply Arena Cam for player (owner of Triggering Unit)" and the second Camera Action to "Camera - Lock camera input for Player (Owner of Triggering Unit)
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Hi
From your description, everything seems to be alright. Can you please post the complete trigger? First, switch the post format to BBCode at the bottom of the reply textbox. Then, copy your triggers as text (highlight all the things in the triggers, then press Ctrl+Shift+C), and then paste it here in [code] format (like this [code] Your Trigger [/code] without the spaces)