True bashing is bad on my part. However for the record I don't think he did it at all. I betting you when he did that condition, he thought that when unit entered a region, they attached themselves to it, hence the condition, now i could be wrong on that aspect.
1. I highly doubt you've attached your regions to a unit, which is how you check your water/lava height. This causes the result of the check to be null or 0.
2. If you are attaching your regions to a unit (which you don't want to do is this kind of case), you never change the height of the unit, resulting in all your checks failing.
What can you do to fix this:
First, get rid of the condition on your check triggers.
Then you have one of two choices
1. (the stupid way, because your region then centers around it.) Actually attach your region to a unit, and modify it's height as well as the water level. You'd want an invisible unit
2. Use a global variable (real) for each type of water/lava. Set it to the base height of the water/lava, when you change the height of the water/lava set the variable to the new height. When you check for units in region, just see if they are higher than the variable for the water/lava of that region.
@LucidIguana: Go
True bashing is bad on my part. However for the record I don't think he did it at all. I betting you when he did that condition, he thought that when unit entered a region, they attached themselves to it, hence the condition, now i could be wrong on that aspect.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
It's not working for a few reasons
1. I highly doubt you've attached your regions to a unit, which is how you check your water/lava height. This causes the result of the check to be null or 0.
2. If you are attaching your regions to a unit (which you don't want to do is this kind of case), you never change the height of the unit, resulting in all your checks failing.
What can you do to fix this:
First, get rid of the condition on your check triggers.
Then you have one of two choices
1. (the stupid way, because your region then centers around it.) Actually attach your region to a unit, and modify it's height as well as the water level. You'd want an invisible unit
2. Use a global variable (real) for each type of water/lava. Set it to the base height of the water/lava, when you change the height of the water/lava set the variable to the new height. When you check for units in region, just see if they are higher than the variable for the water/lava of that region.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)