Ok you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.
You can turn off the triggers. Look at my coop-delimited template map as an example. I turn off unwanted library triggers and then use modified copies that do what I want.
Complex footprints make the pathing map more complex but simple ones should not be an issue.
Try and avoid having too many units on the map alive at once (<1k).
Under the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.
Ok sounds like you need to do something similar to my power line demo map and have a buff applied back to the source unit so that it knows it is not a terminal node while on unit death/leaving the area it temporarily interrupts the system.
I would get the Effect - Target ability to use a Set effect on the target that can be used as a frame of reference before applying a buff to the caster which as an initial effect applies the detonation buff to the target using the set effect to find the right unit. The second Effect - Instant ability then just needs to remove the buff on the caster which can be validated by the second buff. Alternatively the buff is applied to the target that then applies a buff to the caster which then uses the set effect to target the removal as a final effect.
Under the actor events you will probably find some triggered by an Effect event and because your dupe is using different effects they are not being recognised by the actor events.
0.947368421052632
That looks like the loading bar from the left 2 die map of blizzard.
0.945979899497488
Ok you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.
0.951508986096982
You can turn off the triggers. Look at my coop-delimited template map as an example. I turn off unwanted library triggers and then use modified copies that do what I want.
Complex footprints make the pathing map more complex but simple ones should not be an issue.
Try and avoid having too many units on the map alive at once (<1k).
0.950966850828729
Under the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.
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What are the Search: Area - Fraction and Search: Search Filters fields set to?
0.951802927525883
So you managed to solve your problem?
1.30603886732152
Ok sounds like you need to do something similar to my power line demo map and have a buff applied back to the source unit so that it knows it is not a terminal node while on unit death/leaving the area it temporarily interrupts the system.
0.954292084726867
Drop Box is also used. As long as developers are have a structured plan of attack and are not working on the same pieces it is very possible.
0.954224041682173
I would get the Effect - Target ability to use a Set effect on the target that can be used as a frame of reference before applying a buff to the caster which as an initial effect applies the detonation buff to the target using the set effect to find the right unit. The second Effect - Instant ability then just needs to remove the buff on the caster which can be validated by the second buff. Alternatively the buff is applied to the target that then applies a buff to the caster which then uses the set effect to target the removal as a final effect.
You can also use caster history.
0.955414012738854
Under the actor events you will probably find some triggered by an Effect event and because your dupe is using different effects they are not being recognised by the actor events.