starting event when variable is equal to units owned by player?

Mitsarugi

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i made this trigger

Player Heroes
Events
Units - A unit enters All Heroes Ready <gen>
Conditions
((Unit-type of (Entering unit)) Different then Wisp) and ((Owner of (Entering unit)) Equal to Player 1 (Red))
Actions
Set Player1_Heroes[1] = (Player1_Heroes[1] + 1)

then

Untitled Trigger 001
Events
Time - Every 2.00 seconds of game time
Conditions
Player1_Heroes[1] Equal to (Number of units in (Units owned by player 1 (Red) matching (No unit type Different then Wisper)))
Actions
Trigger - Turn on Cinematic <gen>
Trigger - Run Cinematic <gen> (checking conditions)

it should run a cinematic once the variable is equal to the number of owned units (different to Wisp) by player 1 (red) ,but i cant get it right :(
 
First of all, this leaks:
Player1_Heroes[1] Equal to (Number of units in (Units owned by player 1 (Red) matching (No unit type Different then Wisper)))

Also I think you could smash this all into one trigger: (Beware, this is hand typed!).
Trigger:
  • Player Heroes
    • Events
      • Units - A unit enters All Heroes Ready &lt;gen&gt;
    • Conditions
      • ((Unit-type of (Entering unit)) Different then Wisp) and ((Owner of (Entering unit)) Equal to Player 1 (Red))
    • Actions
      • Set Unit_Group[1] = All units owned by (Owner of (Entering Unit))
      • Set Player1_Heroes[1] = (Player1_Heroes[1] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Player1_Heroes[1] equal to (Number of units in Unit_Group[1]
        • Then - Actions
          • Trigger - Turn on Cinematic &lt;gen&gt;
          • Trigger - Run Cinematic &lt;gen&gt; (checking conditions)
        • Else - Actions
      • Custom script: call DestroyGroup (udg_Unit_Group[1])

Now I think it would be a optimal if 'Unit_Group[1]' would be set in 'Map Int' and destroyed when not needed anymore.
 
First of all, this leaks:


Also I think you could smash this all into one trigger: (Beware, this is hand typed!).

Player Heroes
Events
Units - A unit enters All Heroes Ready <gen>
Conditions
((Unit-type of (Entering unit)) Different then Wisp) and ((Owner of (Entering unit)) Equal to Player 1 (Red))
Actions
Set Unit_Group[1] = All units owned by (Owner of (Entering Unit)) Set Player1_Heroes[1] = (Player1_Heroes[1] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Player1_Heroes[1] equal to (Number of units in Unit_Group[1]
Then - Actions
Trigger - Turn on Cinematic <gen>
Trigger - Run Cinematic <gen> (checking conditions)
Else - Actions
Custom script: call DestroyGroup (udg_Unit_Group[1])

Now I think it would be a optimal if 'Unit_Group[1]' would be set in 'Map Int' and destroyed when not needed anymore.

all i can do for the varialble (RED) is this
 
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