These "Map Initialization" Events don't make any sense. You're misunderstanding how Events/Event Responses work.
An Event is when something happens in the game. A unit dies, a unit enters a region, the game first loads, some amount of time passes, etc.
An Event Response is something that can be used in response to one or more of these Events. They're often used exclusively with a single Event.
So when the Event
Unit - A unit dies happens, there will be multiple Event Responses set for you to use:
Triggering unit - the
unit mentioned in the Event (A
UNIT dies).
Dying unit - the unit that died in the Event. So this is the same as the Triggering unit.
Killing unit - the unit that killed the dying unit. This may not exist if there was no killing unit.
So your Conditions/Actions can only reference Event Responses associated with their Events.
So in the case of my
Unit - A unit dies example, the trigger only has information regarding those 3 Event Responses (triggering unit, dying unit, killing unit). From there you can gather more information by using things like "Owner of dying unit" to get the Player that the unit belongs to.
With all of this in mind, understand that Map Initialization has no Event Responses because nothing happened to a unit, player, item, destructable, etc...
Therefore, the game has absolutely no idea what you're talking about in your 3rd trigger.
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Events
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Map initialization
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Conditions
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(Unit-type of (Trained unit)) Equal to Peasant
What Trained unit? The Event (map loaded) has nothing to do with the Event Response (trained unit).
This is the proper Event:
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Unit - A unit Finishes training a unit
So the trigger should look like this:
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Disable Peasants Omnilight
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Events
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Unit - A unit Finishes training a unit
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Conditions
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(Unit-type of (Trained unit)) Equal to Peasant
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Actions
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Unit - For (Trained unit), Ability Dummy - Omnilight Yellow, Disable ability: True, Hide UI: True
Furthermore, when you do:
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Events
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Map initialization
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Game - the in-game time of day becomes Equal to 6.00
You're basically saying, "when the game first loads and whenever the time of day becomes Equal to 6.00 do these Conditions/Actions...".
Since both your enable/disable triggers use the Map initialization Event, you're disabling AND enabling your omnilight ability when the game first loads. Depending on the order that these triggers are executed, you may end up with one or the other outcomes (ability is disabled or enabled).
So as long as your triggers are setup properly you should be able to disable Omnilight using either of those two disable Actions.