Map Nexus Destroyers.
Bug discovered in the machanics, When the unit infested dies, this trigger dosnt fire:
Spawning trigger
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) <= 8
And
Conditions
(Player (Owner of (Triggering unit)) Supplies Used) == 0
And
Conditions
(Player (Owner of (Triggering unit)) Minerals) == 0
Actions
Player - Modify player (Owner of (Triggering unit)) Minerals: Set To ((Kills[(Owner of (Triggering unit))] / 20000) + 2)
The solution would be simple by just setting the event to Every Game Second but I do not want players to exceed the amount of units they can get if that unit Infested becomes free and instead of being a bug players will use on Allies to set the trigger off making it now an exploit...
Is their a condition that can check for Infested Units?
Or if I put all the starting units into a Unit-Group will infested Units remain a part of the group?
@MapCrafter: Go
The problem with using Trigging unit outside of its initation is it tends to change. Without getting to complicated simply placing a local varible like tmpPlayer and setting it as an integer, and set its default value to Owner of (Triggering unit) also restructuring to just a single and would I belive my help your issue.
So basicly your tirgger that you have now would look more like this:
Local varibles are very usefull for things such as this, and its good pratice to do this with anything that calls a Triggering Unit or simlar function. Something else to look at if that still dosn't fix your issue is to check if the unit has the infested behavior on it (the buff for infested terran for example) its all I can think of off the top of my head and I hope I understood what your said and what your trying to do, ethier way I hope it helps.
Map Nexus Destroyers.
Bug discovered in the machanics, When the unit infested dies, this trigger dosnt fire:
Spawning trigger
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) <= 8
And
Conditions
(Player (Owner of (Triggering unit)) Supplies Used) == 0
And
Conditions
(Player (Owner of (Triggering unit)) Minerals) == 0
Actions
Player - Modify player (Owner of (Triggering unit)) Minerals: Set To ((Kills[(Owner of (Triggering unit))] / 20000) + 2)
The solution would be simple by just setting the event to Every Game Second but I do not want players to exceed the amount of units they can get if that unit Infested becomes free and instead of being a bug players will use on Allies to set the trigger off making it now an exploit...
Is their a condition that can check for Infested Units?
Or if I put all the starting units into a Unit-Group will infested Units remain a part of the group?
@MapCrafter: Go The problem with using Trigging unit outside of its initation is it tends to change. Without getting to complicated simply placing a local varible like tmpPlayer and setting it as an integer, and set its default value to Owner of (Triggering unit) also restructuring to just a single and would I belive my help your issue.
So basicly your tirgger that you have now would look more like this:
Local varibles are very usefull for things such as this, and its good pratice to do this with anything that calls a Triggering Unit or simlar function. Something else to look at if that still dosn't fix your issue is to check if the unit has the infested behavior on it (the buff for infested terran for example) its all I can think of off the top of my head and I hope I understood what your said and what your trying to do, ethier way I hope it helps.