Hi Nafei, I'm not the most experienced with SC2's brand of triggers myself (yet), but it appears all your units are simply moving, not attacking. Also it seems like your key if statement will probably always be true or always be false, completely ignoring one side of the argument. And a very interesting location indeed I might add, never heard of someone calling the southern part of a map the 'enemy minion BUTT'.
Anyways, I'm not sure of the exact syntax, but what you are looking for probably resembles:
if (Any unit belonging to player 11 enters Region A)
Then
Order all any unit belonging to player 11 to attack to Region B
if (Any unit belonging to player 11 enters Region B)
Then
Order all any unit belonging to player 11 to attack to Region C
if (Any unit belonging to player 11 enters Region C)
Then
Order all any unit belonging to player 11 to attack to Region D
........................
And so on and so forth, I do recommend the multiple if statements instead of an elseif statement, as that would cause backups in regions B and C most likely. The any unit is a good idea as well so you can spawn banelings, hydralisks, whatever and it will work for any of them.
Hope this helps
EDIT: After some messing around with various things on the editor, one of which happened to be issuing orders to units, I found my life to get much easier if I used points to send them on the attack rather than trying to find regions, got a little too used to using locations for half of everything in BW I guess, lol.
Might also be worth checking to see if your player towers in the effects effect: response flags section have the flags acquire and/or flee. Your zerglings might be out of agro range and without those flags set don't know to come after your towers shooting at them.
I left an example of triggers in a picture attachment below I got to work perfectly fine for single units (which worked fine for a ton of units as well), just replace region 001 w/ 002, point 002 w/ 003, then 003 and 004, then finally 004 and 001 to make a big circle. Imagine yours will be more linear since defenses like to have players lose at some location.
Hi Nafei, I'm not the most experienced with SC2's brand of triggers myself (yet), but it appears all your units are simply moving, not attacking. Also it seems like your key if statement will probably always be true or always be false, completely ignoring one side of the argument. And a very interesting location indeed I might add, never heard of someone calling the southern part of a map the 'enemy minion BUTT'.
Anyways, I'm not sure of the exact syntax, but what you are looking for probably resembles:
if (Any unit belonging to player 11 enters Region A)
Then Order all any unit belonging to player 11 to attack to Region B
if (Any unit belonging to player 11 enters Region B)
Then Order all any unit belonging to player 11 to attack to Region C
if (Any unit belonging to player 11 enters Region C)
Then Order all any unit belonging to player 11 to attack to Region D
........................
And so on and so forth, I do recommend the multiple if statements instead of an elseif statement, as that would cause backups in regions B and C most likely. The any unit is a good idea as well so you can spawn banelings, hydralisks, whatever and it will work for any of them.
Hope this helps
EDIT: After some messing around with various things on the editor, one of which happened to be issuing orders to units, I found my life to get much easier if I used points to send them on the attack rather than trying to find regions, got a little too used to using locations for half of everything in BW I guess, lol.
Might also be worth checking to see if your player towers in the effects effect: response flags section have the flags acquire and/or flee. Your zerglings might be out of agro range and without those flags set don't know to come after your towers shooting at them.
I left an example of triggers in a picture attachment below I got to work perfectly fine for single units (which worked fine for a ton of units as well), just replace region 001 w/ 002, point 002 w/ 003, then 003 and 004, then finally 004 and 001 to make a big circle. Imagine yours will be more linear since defenses like to have players lose at some location.