What I want to happen is this:
Every X seconds a check is done to see if at least one knight from player 1 is in a certain area. If he is there, a sond and message show, If he is not there then a lot of units from player two get created. Basically he is supposed to be guarding this guy in a tower, but I don't want him to have to be there the whole time. If you are interested in helping you may want to read on to see how I was trying it.
all triggers in the following are looping.
Here is the problem I ran into with the way I am trying to do it. I have one trigger that has a condition of 500 seconds, and it's effect is to start two other triggers KNIGHTHERETIMER and NOKNIGHTTIMER. KNIGHTHERETIMER has, say a condition of 50 seconds, at which point it activates KNIGHTHERECHECK and deactivates itsself. KNIGHTHERECHECK sees if there is a knight from player one in the area, if there is it will play a sound and DEactivate NOKNIGHTTIMER, KNIGHTHERECHECK, and KNIGHTHERETIMER. If this does not happen, NOKNIGHTTIMER, which has been counting down its condition of say 51 seconds (a second longer than the KNIGHTHERETIMER condition), will fire activating the trigger PUNISHMENT which has no conditions and just makes a bunch of enemies. The problem with this is that, while it works fine the first time, the timer on NOKNIGHTTIMER does not reset. So if the knight was there, the NOKNIGHTTIMER has one second instead of its proper 51 and then fires WAY before KNIGHTTIMER has a chance to check for the knight and maybe deactivate it.
Is this clear at all?
Can anyone help?