Your trigger seems unreliable to me... There are much simpler ways to do this.
Adding 4 times the same event won't do it 4 times. It will just execute the actions everytime ANY of the action is happening, which in your case is 4 times the same.
A good way would be to turn the trigger off at the beginning, then turn it back on at the end when all the actions are done. However it will force a wait for all actions to finish before allowing another unit to get the artefact power... You'd rather check for "trigger execution count <4" (0 counts as the first execution, so <4 means it was launched less than 5 times) in the conditions of your trigger.
Just in my case my explanations are not clear:
EnterArtefakt1EventsUnit-AnyUnitEntersadistanceof1.5fromArtifactFragment-5[49.48,46.62]
Local Variables
Artefakt = 0 <Integer>
Conditions
AND
(Number of times (Current trigger) has been executed <4)(NumberofLivingunitsin(Magicianunitsin(Entiremap)ownedbyplayer(Triggeringplayer)matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount))==0(NumberofLivingunitsin(Tassadarunitsin(Entiremap)ownedbyplayer(Triggeringplayer)matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount))==0((Triggeringunit)hasExplosionActive)==False(Unittypeof(Triggeringunit))==InquisitiveActionsUI-Display(Text((Numberoftimes(Currenttrigger)hasbeenexecuted)))for(Allplayers)toChatareaVariable-SetArtefakt =1Unit-MoveArtefakt[Artefakt]instantlyto(CenterofPunkteAway)(NoBlend)Unit-Replace(Triggeringunit)withaMagicianusingOldUnit'sRelativevitalsActor-AttachItemGravityBombsImpactDeath(Unnamed)toHeadon(Lastcreatedunit)UnitGroup-Add(Lastreplacedunit)toAlivePlayersUnitSelection-Select(Lastreplacedunit)forplayer(Triggeringplayer)Variable-SetArtefaktPlayer[(Triggeringplayer)] =Artefakt[Artefakt]Variable-SetArtefaktPosition[(Triggeringplayer)] =(PositionofArtefakt[Artefakt])
The AND condition I added was not necessary but I personally like it better that way, you don't have to ask yourself anymore if the conditions of a trigger checks for all of them or each one separately: you're sure it checks all. What's pretty useful with the "trigger execution count" condition is that you can do various effects each time the trigger is executed, if you include it in a switch (basically "switch actions depending on number of times current trigger was executed"). In your case, adding it to the execution conditions of your trigger will make sure your trigger cannot be executed more than 4 times by any unit matching all the conditions.
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Your trigger seems unreliable to me... There are much simpler ways to do this. Adding 4 times the same event won't do it 4 times. It will just execute the actions everytime ANY of the action is happening, which in your case is 4 times the same.
A good way would be to turn the trigger off at the beginning, then turn it back on at the end when all the actions are done. However it will force a wait for all actions to finish before allowing another unit to get the artefact power... You'd rather check for "trigger execution count <4" (0 counts as the first execution, so <4 means it was launched less than 5 times) in the conditions of your trigger.
Just in my case my explanations are not clear:
The AND condition I added was not necessary but I personally like it better that way, you don't have to ask yourself anymore if the conditions of a trigger checks for all of them or each one separately: you're sure it checks all. What's pretty useful with the "trigger execution count" condition is that you can do various effects each time the trigger is executed, if you include it in a switch (basically "switch actions depending on number of times current trigger was executed"). In your case, adding it to the execution conditions of your trigger will make sure your trigger cannot be executed more than 4 times by any unit matching all the conditions.