player 1
C: player 8 suffers 0 death
A: center location on hero
A: add death counter for player 8
repeat for player 2, 3, and 4.
On player 8, the computer player
C: current player suffered at exactly 4
A: set death counter to 0
Quote from NudeRaider
Lol... that won't work right. The wait(0) forces to sc to execute the next center location in the NEXT trigger loop. Here's an example what might happen when hyper triggers are running: Trigger loop 1: P1's triggers: Spell: Heal yourself (P1): Set HP of all [men] of P1 @ 'global' to 100% P8's triggers haven't fired yet, so the location is NOT CENTERED ON ANYTHING YET. P2's triggers: Spell: Kill foes (P1): Kill all [men] by 'foes' @ 'global' P8's triggers haven't fired yet, so the location is NOT CENTERED ON ANYTHING YET. P8's triggers: Move Location on [men] by P1 (wait(0)) Trigger loop 2: P1's triggers: Spell: Heal yourself (P1): Set HP of all [men] of P1 @ 'global' to 100% This one will work, as the location IS centered on P1 (coincidentially) P2's triggers: Spell: Kill foes (P1): Kill all [men] by 'foes' @ 'global' The spell works, as the location is centered on P1 (coincidentially) P8's triggers: ... continue after wait: Move Location on [men] by P2 Trigger loop 3: P1's triggers: Spell: Heal yourself (P1): Set HP of all [men] of P1 @ 'global' to 100% This won't work, as the location IS centered on P2 P2's triggers: Spell: Kill foes (P1): Kill all [men] by 'foes' @ 'global' The spell won't work, as the location is centered on P2 P8's triggers: Move Location on [men] by P1 (wait(0)) Trigger loop 4: ==> repeat from trigger loop 2 As you can see it works every 2nd trigger loop (and even less reliable with more players). Why don't you just use the triggers I have suggested? (Center location trigger owned by human players, executing for current player). You won't find an easier solution for a jumping location.
because i'm not entirely clear on what you're saying xD I'm not sure why all the healing is going on and the killing
None.