No, its supposed to be a self destruction ability.
I see the problem. All of your abilities are based on Wind Walk and you've given them to the same unit.
When your unit tries to cast any of those Wind Walk abilities it's going to pick one of them at "random" to cast. This is because they all share the same Base Order Id ->
windwalk. In this case it's casting
G01 Gebäude Abreißen which causes the trigger to run and kill the unit, even though you tried to use a
different ability.
There's an ability called
Channel which is designed to be used with triggers and has a feature to avoid this ID conflict issue:
It has a special field called
Base Order ID which let's you separate the different Channel abilities by giving them each an unused ID.
In this case you'll want to change some other settings as well:
Base Order Id: An order id that the building isn't using already.
Disable Other Abilities: False
Follow Through Time: 0
Options: Visible
Targeting Type: Instant (No Target)
Hero Ability = False
Levels = 1
Here is some other important things to know:
Make sure your Dummy unit has it's
Movement Type set to None:
The
Art - Animation - Cast Point determines how long it takes for a Unit to cast an ability:
You probably want to set this to 0 for your buildings so that they can cast abilities
instantly.
Also, the
Art - Animation - Cast Backswing determines how long the unit will continue to play their cast animation after casting an ability. Again, setting it to 0 will help speed things up. You generally want your buildings to cast abilities as quickly as possible and get on with whatever they were doing before, especially in a Tower Defense style of map.