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[Solved] [Condition: Number of Units in Region Matching Condition] doesn't work with Locust

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Level 5
Joined
Jun 25, 2005
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92
I have a dummy unit with locust and a dummy ability called "DoorCloseOpenPrevention". I also have a trigger with a condition counting the number of units with that ability in a region, but it doesn't seem to consider units with locust.
Together, they're there purely to register that a gate has been killed, by being spawned onto the gate and then being checked whether it's there, but this doesn't work, because units with locust aren't counted, I think.

How can I check for (count) units with an ability in a region, if the unit has locust?


The condition is:
Code:
(Number of units in (Units within TempReal2 of TempPoint2 matching ((Level of DoorCloseOpenPrevention  for (Matching unit)) Equal to 1))) Equal to 0
 
Level 11
Joined
Nov 23, 2013
Messages
665
Maybe you can remove locust ability from units who have it, then count units in region, then give back locust ability to units who need it. If there is no wait between these three actions, I guess it should be instant.
 
Level 13
Joined
May 10, 2009
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868
Well, I assume those dummy units don't have any special effect attached to them. So, another way of detecting them would be creating a new unit type in the object editor that does not have Locust ability, nor a proper model file. Players won't be able to select them, and they won't have HP bars either. Just don't forget to remove their icon from the minimap, and give invulnerability to them.
 
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