Test that with 2 people, when the ability is cast by player 1, does player 2's button card disappear? That's my problem.
How about Starts the effect of an ability event? I have no real reason to suggest this but it is worth a try.
Already tried it, no change.
Does the ability you're using (Build Menu) actually have an ablity in the object editor, or is it empty? (even if its just an empty dummy ability), otherwise it won't be detected as a usign ability, had this problem myself a while ago
The ability is based on Channel, I have disabled the "Disable Other Abilities" option, to ensure that is not the cause of the disappearing button card. I think the ability is being detected, as the trigger functions 100% properly for the player using it, but causes any other players to lose their button cards.
If you're confused what I mean by button card, all button positions disappear, attack, stop, hold position, move, buildable units, abilities, upgrades, everything etc.
I can post the other triggers related to this, but the glitch only seems to fire when this trigger runs.
Edit: Here are all of the related triggers...
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Build Deselect
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Events
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Unit - A unit Begins construction
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Constructing structure)) Equal to Slaughterhouse
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(Unit-type of (Constructing structure)) Equal to Warrior Hall (Chaos)
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(Unit-type of (Constructing structure)) Equal to Altar of Chaos
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(Unit-type of (Constructing structure)) Equal to Barracks (High Elves)
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(Unit-type of (Constructing structure)) Equal to Training Grounds
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(Unit-type of (Constructing structure)) Equal to Farmhouse (High Elves)
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(Unit-type of (Constructing structure)) Equal to Farmhouse (Empire)
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(Unit-type of (Constructing structure)) Equal to Barracks (Empire)
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(Unit-type of (Constructing structure)) Equal to Strategic Center
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(Unit-type of (Constructing structure)) Equal to Tomb of Secrets
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(Unit-type of (Constructing structure)) Equal to Graveyard
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(Unit-type of (Constructing structure)) Equal to Crypt
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Actions
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Set BuildingIsInProgress[(Player number of (Owner of (Triggering unit)))] = True
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Selection - Select HQ[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
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Unit - Add a 5.00 second Generic expiration timer to BuilderUnit[(Player number of (Owner of (Triggering unit)))]
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Range Prevention
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Events
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Unit - A unit Is issued an order targeting a point
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Conditions
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(Triggering unit) Equal to BuilderUnit[(Player number of (Owner of (Triggering unit)))]
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Distance between (Position of HQ[(Player number of (Owner of (Triggering unit)))]) and (Target point of issued order)) Greater than 800.00
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Then - Actions
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Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: Cannot build there!...
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Unit - Remove (Triggering unit) from the game
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Unit - Remove ResetAbility[(Player number of (Triggering player))] from HQ[(Player number of (Triggering player))]
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Unit - Add ResetAbility[(Player number of (Triggering player))] to HQ[(Player number of (Triggering player))]
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Else - Actions
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Unit - Move (Triggering unit) instantly to (Target point of issued order)
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Deselect Detection
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Events
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Player - Player 1 (Red) Deselects a unit
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Player - Player 2 (Blue) Deselects a unit
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Player - Player 3 (Teal) Deselects a unit
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Player - Player 4 (Purple) Deselects a unit
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Conditions
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(Triggering unit) Equal to BuilderUnit[(Player number of (Triggering player))]
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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BuildingIsInProgress[(Player number of (Triggering player))] Equal to True
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Then - Actions
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Set BuildingIsInProgress[(Player number of (Triggering player))] = False
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Else - Actions
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Unit - Remove (Triggering unit) from the game
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Unit - Remove ResetAbility[(Player number of (Triggering player))] from HQ[(Player number of (Triggering player))]
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Unit - Add ResetAbility[(Player number of (Triggering player))] to HQ[(Player number of (Triggering player))]
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Building Finishes
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Events
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Unit - A unit Finishes construction
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Constructed structure)) Equal to Warrior Hall (Chaos)
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(Unit-type of (Constructed structure)) Equal to Altar of Chaos
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(Unit-type of (Constructed structure)) Equal to Slaughterhouse
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(Unit-type of (Constructed structure)) Equal to Farmhouse (High Elves)
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(Unit-type of (Constructed structure)) Equal to Barracks (High Elves)
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(Unit-type of (Constructed structure)) Equal to Training Grounds
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(Unit-type of (Constructed structure)) Equal to Barracks (Empire)
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(Unit-type of (Constructed structure)) Equal to Farmhouse (Empire)
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(Unit-type of (Constructed structure)) Equal to Strategic Center
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(Unit-type of (Constructed structure)) Equal to Tomb of Secrets
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(Unit-type of (Constructed structure)) Equal to Graveyard
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(Unit-type of (Constructed structure)) Equal to Crypt
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Actions
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Unit - Remove ResetAbility[(Player number of (Owner of (Triggering unit)))] from HQ[(Player number of (Owner of (Triggering unit)))]
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Unit - Add ResetAbility[(Player number of (Owner of (Triggering unit)))] to HQ[(Player number of (Owner of (Triggering unit)))]