Do you mind sending me the map? I have no clue how you have managed to bug out the tile blending like that and would like to investigate. It looks almost as if the tile type selected has solid boarder elements.
I can send you it, but it has a custom race in it which doesn't use any imported files, but uses a modified MPQ (I only added things) which has the files in it.
Which means that if you would open the map, then all the custom buildings except one wouldn't be visible along with some units.
Edit:
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INF Example
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Events
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Conditions
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Actions
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Custom script: local TerrainInfection this
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-------- ---------------- ---------------- ---------------- --------
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-------- ---------------- ---------------- ---------------- --------
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-------- -------------------------------- ---------------- CONFIG BEGINS-------------------------------- ---------------- --------
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-------- Where infection BEGINS --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_StartLocation = (Center of (Playable map area))
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-------- ---------------- ---------------- ---------------- --------
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-------- How FAR from START LOCATION does infection spread --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_Radius = 1000.00
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-------- ---------------- ---------------- ---------------- --------
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-------- The LIKELINESS of infecting nearby tiles --------
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-------- Values must be between ZERO and ONE --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_Chance = 1.00
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-------- ---------------- ---------------- ---------------- --------
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-------- How OFTEN infection spreads --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_Interval = 1.00
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-------- ---------------- ---------------- ---------------- --------
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-------- Should infection spread DIAGONALLY or NOT --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_Diagonal = False
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-------- ---------------- ---------------- ---------------- --------
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-------- Terrain that SPREADS --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_TerrainType = Barrens - Pebbles
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-------- -------------------------------- ---------------- END OF CONFIG -------------------------------- ---------------- --------
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-------- ---------------- ---------------- ---------------- --------
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-------- ---------------- ---------------- ---------------- --------
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-------- -------------------------------- ---------------- START TERRAIN SPREADING -------------------------------- ---------------- --------
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Custom script: set this = CreateTerrainInfection(udg_INF_TerrainType, GetLocationX(udg_INF_StartLocation), GetLocationY(udg_INF_StartLocation), udg_INF_Chance, udg_INF_Interval)
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Custom script: set this.maxDistance = udg_INF_Radius
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Custom script: set this.diagonal = udg_INF_Diagonal
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-------- -------------------------------- ---------------- THE END OF SPREAD START -------------------------------- ---------------- --------
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-------- ---------------- ---------------- ---------------- --------
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-------- ---------------- ---------------- ---------------- --------
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-------- -------------------------------- ---------------- EXTRA CONFIG -------------------------------- ---------------- --------
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-------- ALLOW a terrain type to RESIST infection --------
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-------- allow as MANY as you like for this SPECIFIC infection --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_EnableResistor = True
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-------- ---------------- ---------------- ---------------- ---------------- ---------------- ---------------- --------
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Set INF_TerrainTypeResistor = Northrend - Snow
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Custom script: call this.enableResistor( udg_INF_TerrainType, udg_INF_TerrainTypeResistor, udg_INF_EnableResistor)
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-------- ---------------- ---------------- ---------------- --------
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Set INF_TerrainTypeResistor = Northrend - Snow
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Custom script: call this.enableResistor( udg_INF_TerrainType, udg_INF_TerrainTypeResistor, udg_INF_EnableResistor)
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-------- ---------------- ---------------- ---------------- --------
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-------- can also DISALLOW a PREVIOUSLY ALLOWED terrain type to RESIST infection --------
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-------- ANY time in the FUTURE or NOW --------
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-------- ---------------- ---------------- ---------------- --------
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Set INF_EnableResistor = False
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-------- ---------------- ---------------- ---------------- ---------------- ---------------- ---------------- --------
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Set INF_TerrainTypeResistor = Northrend - Snow
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Custom script: call this.enableResistor( udg_INF_TerrainType, udg_INF_TerrainTypeResistor, udg_INF_EnableResistor)
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-------- -------------------------------- ---------------- THE END OF EXTRA -------------------------------- ---------------- -------
Thank you for translating it for me.
Edit 2:
Okay i experimented a bit:
1.This is the original Function, which look's like above:
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Ground to Outland
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Ereignisse
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Einheit - A unit Vollendet den Bau
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Bedingungen
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(Unit-type of (Constructed structure)) Gleich Haupthaus (Magtheridon's Forces)
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Aktionen
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Umgebung - Change terrain type at (Position of (Constructed structure)) to Fremdland - Erde using variation -1 in an area of size 8 and shape Kreis
and this is the new trigger:
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Ground to Outland
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Ereignisse
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Einheit - A unit Vollendet den Bau
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Bedingungen
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(Unit-type of (Constructed structure)) Gleich Haupthaus (Magtheridon's Forces)
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Aktionen
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Umgebung - Change terrain type at (Position of (Constructed structure)) to Fremdland - Helle Erde using variation -1 in an area of size 8 and shape Kreis
Which look's like this:
The Change is the tile in which the ground should change to.
The Problem is that the "Outland - Dirt" tile is marked as red.
The "Outland - Light/Bright Dirt" doesn't have the red box.
So it isn't a trigger problem at all.