Not sure how you are doing Power Lines, or what is required of them - but you should be able to do it using Data (Behaviors) instead of Triggers.
I've got an idea of how you can do it, creating power that rolls through all units in the line.
Generator -
Has a Behavior ("Generate Power") by default.
"Generate Power" has a periodic effect "Search for Power Lines" and an infinite duration.
"Search for Power Lines" is a search effect with a short range (.1 should result in only adjacent buildings picking up the effect). This search effect only targets power lines (through a validator) and applys 3 Buff Behaviors "Conducting Power", "Recently Conducted" and "Powered"
"Conducting Power" is identical to "Generate Power" but does not effect units currently affected by "Recently Conducted" - and it has a brief duration (you can try .1 seconds).
"Recently Conducted" is a dummy behavior to ensure conducting lines don't infinitely conduct power. It has a brief duration equal to or slightly greater than "Conducting Power"
"Powered" has a longer duration (maybe .4 seconds) and is what your validators check for to determine if a building is connected to the power grid.
Probably more clever ways to do it, but I'm not sure. And if you needed to manage amounts of power rather than "powered or not" you may have to work with a stacking buff or something.
You can also use actual Energy, having the Generator regenerate energy and use an ability as above that transfers energy to a nearby building that transfers it further...
Not sure how you are doing Power Lines, or what is required of them - but you should be able to do it using Data (Behaviors) instead of Triggers.
I've got an idea of how you can do it, creating power that rolls through all units in the line.
Generator -
Has a Behavior ("Generate Power") by default.
"Generate Power" has a periodic effect "Search for Power Lines" and an infinite duration.
"Search for Power Lines" is a search effect with a short range (.1 should result in only adjacent buildings picking up the effect). This search effect only targets power lines (through a validator) and applys 3 Buff Behaviors "Conducting Power", "Recently Conducted" and "Powered"
"Conducting Power" is identical to "Generate Power" but does not effect units currently affected by "Recently Conducted" - and it has a brief duration (you can try .1 seconds).
"Recently Conducted" is a dummy behavior to ensure conducting lines don't infinitely conduct power. It has a brief duration equal to or slightly greater than "Conducting Power"
"Powered" has a longer duration (maybe .4 seconds) and is what your validators check for to determine if a building is connected to the power grid.
Probably more clever ways to do it, but I'm not sure. And if you needed to manage amounts of power rather than "powered or not" you may have to work with a stacking buff or something.
You can also use actual Energy, having the Generator regenerate energy and use an ability as above that transfers energy to a nearby building that transfers it further...