There may be an issue with the level editor coding in my recognition. I was endeavoring to create a dynamic-notification system when a player gets killed, and a currency system when a player receives funds after they eliminated an opponent. As of now, I cannot solve a strange result when utilizing Trigger on death option. For example, when I associate that option with Set value of variable 'A' to player-killer slot action, it will retain the player-killer slot information even after a pre-variable execution of Set variable 'A' value to value 'B' - That should renew the process; though, it does not. That happens in singleplayer and multiplayer when I tested it.
Here is a visual illustration of how I set it. Specifically, the currency system:
Variables: user_killer and user_balance are set at the start of the match.
-This trigger is initiated by Trigger on death option-
ID: #Add_Balance
Enabled: Yes
Max Calls: Infinite
Action 1: Continue trigger actions execution only if value of variable 'A' is equals value "B"
Parameter A: user_killer
Parameter B: none
Action 2: Set value of variable 'A' to player-killer slot
Parameter A: user_killer
Parameter B: -not used-
This will determine who has killed the player by player-slot.
Action 3: Set value of variable 'A' to slot of current player
Parameter A: initiator_player
Parameter B: 0
This will convert the selected trigger to operate in client-side.
The parameter B of the variable cannot be modified, and it will value back to 0 if changed. I do believe that parameter B should be fixed as -not used- as the variable of action 2. Although, I may be incorrect.
Action 4: Continue trigger actions execution only if variable 'A' is equals variable "B"
Parameter A: user_killer
Parameter B: initiator_player
Action 5: Add value 'B' to value of variable 'A'
Parameter A: user_balance
Parameter B: 1
This adds currency to the player-killer balance.
Action 6: Show text 'A' in chat with color 'B'
Parameter A: + $1
Parameter B: #FFFF00
This notifies the player-killer that they received currency.
Action 7: Set variable 'A' value to value 'B'
Parameter A: user_killer
Parameter B: none
This should reset the trigger.
Here is the actual issue:
Let's say that a player named ACR killed UnrealCrash, then ACR will receive $1. However, if UnrealCrash died by no-one or murder himself, then ACR will still receive $1.
What I am trying to say:
Is it possible to prevent the Set value of variable 'A' to player-killer slot variable to not overwrite values?