Quick recap about Star Battle for these unaware about state of the game: The original map developer (@zedu) abandoned project years ago (around 2014). Since then many community forks appeared. To my knowledge @zedu didin't pass original map files to anyone, thus none of these forks can be considered official. They all pulled map files from bnet. Aside from that the main map file had obfuscated map script (deeply obfuscated, not the light version sc2 editor generates) - without Triggers scheme. Thus they struggled to edit game beyond Data section. Luckly though, some of the game code was in dependency mods which were untouched (publshed as "unlocked" to arcade). Anyway, problem was that every author of that fork had its own vision on the game and its balance. What leaded to conflicts and final split of the community. Where both EU and NA had it's own game copy. And were developed independently. (There were also minor forks, from other people. But they did not get much attention.) EU dev gave up on it very quickly. Even though his version is still the one being played the most on EU (Star Battle 3.1). Then we have NA.. their dev team had one guy which was preparing complete overhaul of game mechanics (could call it 4.0) for several months, where he finally gave up because community explicitly said it was not what they wanted. This was around 2016, where I stopped folling it. I seriously wonder if it is even worth to attempt ressurecting this game at this point. Given the fact that community is not known to be very friendly. I'm somewhat familiar with Star Battle code, thus I'm capable of helping you. But since you show the attude of "Hey, come and do *this* thing for me", instead of "Hey, here's my problem and neccesery details. Help me solve it." I don't know if it's worth it. It might very likely end up being just another dead fork no one plays. Do you have any communnity representatives supporting your endeavor? Where is community settled now? Since every SB forum I've used to visit is now dead. As to your problem.. because you didn't provide necessary details, I can only guess. So here it is: Does your map you have Trigger Scheme file? (When you go to the Triggers section is it all blank?) If it is blank, go to editor options, and check if you've enabled option "Obfsucare map script file" (I think it's in the Publishing tab). If the above is correct, then upon publishing editor attempts to obfuscate the map script, but fails to do so, because the original triggers scheme is not present. And you end up with blank MapScript.galaxy file, which had overriden previous version that contained all core code needed for map too intialize properly.
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Not sure, but I think if you just order them to move once instead of every 2 seconds, they would eventually become idle if they get stuck, so they'd attack automatically.
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You could use an 'Attribute' behavior and no more than 24 'Buff' behaviors if you do some decimal->binary conversion. The problem with attribute behaviors is that you can't easily get their value. In triggers you can only read the value when it changes (using the 'Unit Attribute Change' event and 'Triggering Attribute Points' function).
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It's a bug since patch 3.9.
https://us.battle.net/forums/en/sc2/topic/20752547391
https://us.battle.net/forums/en/sc2/topic/20753265813
https://www.reddit.com/r/starcraft/comments/5rf2uf/my_ui_is_bugged_causing_more_of_the_screen_to_be/
Probably just have to wait for Blizzard to fix it.