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Trigger sometimes is not working right

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Level 37
Joined
Aug 6, 2015
Messages
786
Hello, OK guys, so the problem if i text : -ping
my system should ping all building on the map (owning by player 1-8)
the thing is if i text that few times , it start to be bugged, and is not showing all buildings, please help what to do.
 

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Level 37
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Messages
786
  • Ping map
    • Events
      • Player - Player 1 (Red) types a chat message containing -ping as An exact match
      • Player - Player 2 (Blue) types a chat message containing -ping as An exact match
      • Player - Player 3 (Teal) types a chat message containing -ping as An exact match
      • Player - Player 4 (Purple) types a chat message containing -ping as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -ping as An exact match
      • Player - Player 6 (Orange) types a chat message containing -ping as An exact match
      • Player - Player 7 (Green) types a chat message containing -ping as An exact match
      • Player - Player 8 (Pink) types a chat message containing -ping as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 0.00%, 100.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 100.00%, 0.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 50.00%, 0.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (0.00%, 100.00%, 0.00%)
                • Else - Actions
                  • Do nothing
          • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at (Position of (Picked unit)) for 5.00 seconds, using a Simple ping of color (100.00%, 35.00%, 45.00%)
                • Else - Actions
                  • Do nothing
        • Else - Actions
          • Do nothing
 

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,241
1. remove the "do nothing" leave it blanc instead
2. you still leak locations
3. you leak unit groups
4. There needs to be a condition in the first if block otherwise nothing will ever happen.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • here
    • Then - Actions
    • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
5. Don't ever copy paste unit groups like that, you only need one. Triggering player.

edit: http://www.hiveworkshop.com/forums/...-0-0-3-a-239117/?prev=search=ping&d=list&r=20
 
Level 37
Joined
Aug 6, 2015
Messages
786
1. remove the "do nothing" leave it blanc instead
2. you still leak locations
3. you leak unit groups
4. There needs to be a condition in the first if block otherwise nothing will ever happen.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • here
    • Then - Actions
    • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
5. Don't ever copy paste unit groups like that, you only need one. Triggering player.

edit: http://www.hiveworkshop.com/forums/...-0-0-3-a-239117/?prev=search=ping&d=list&r=20

ok i did deleted the all "" Do nothing "" also i added an condition at start, if payer is playing
still i don't understand your
2. you still leak locations
3. you leak unit groups
5. Don't ever copy paste unit groups like that, you only need one. Triggering player.
 
Level 7
Joined
Nov 19, 2015
Messages
283
ok i did deleted the all "" Do nothing "" also i added an condition at start, if payer is playing
still i don't understand your
2. you still leak locations
3. you leak unit groups
5. Don't ever copy paste unit groups like that, you only need one. Triggering player.

Making a unit group creates a leak which needs to be cleaned up or else the game will start to lag over time.

Custom script: set bj_wantDestroyGroup = true
Pick all units in playable area and do...


or
Set temp_group to units in playable area
Pick all units in temp_group and do...
.....
custom script: call DestroyGroup(udg_temp_group)


Creating a location also leaks.


Pick all units in....
Set temp_loc = position of picked unit
ping....
custom script: call RemoveLocation(udg_temp_loc)


You only need one unit group and use triggering player.

Pick all unit belonging to triggering player and do....
This will select all units for the player that typed in "Ping". You don't need to do it for each player.
 
Level 37
Joined
Aug 6, 2015
Messages
786
thx for answer , il try to clear the leaks like u told me.
about Triggering player, you see i need to make like
if red types -ping then ping all units from 1-8 players only for Red guy, if blue only for blue and so on.
I did like you said, i think, but this give me errors.
then i did like this (in trigger below, and it give me the same problem like i had)

  • Ping map
    • Events
      • Player - Player 1 (Red) types a chat message containing -ping as An exact match
      • Player - Player 2 (Blue) types a chat message containing -ping as An exact match
      • Player - Player 3 (Teal) types a chat message containing -ping as An exact match
      • Player - Player 4 (Purple) types a chat message containing -ping as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -ping as An exact match
      • Player - Player 6 (Orange) types a chat message containing -ping as An exact match
      • Player - Player 7 (Green) types a chat message containing -ping as An exact match
      • Player - Player 8 (Pink) types a chat message containing -ping as An exact match
    • Conditions
    • Actions
      • Set temp = (Entire map)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) slot status) Equal to Is playing
        • Then - Actions
          • Set TempGroup = (Units in temp owned by Player 1 (Red))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 2 (Blue))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 3 (Teal))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 4 (Purple))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (100.00%, 0.00%, 100.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 5 (Yellow))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (100.00%, 100.00%, 0.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 6 (Orange))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (100.00%, 50.00%, 0.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 7 (Green))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (0.00%, 100.00%, 0.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
          • Set TempGroup = (Units in temp owned by Player 8 (Pink))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to True
                • Then - Actions
                  • Set TemLoc = (Position of (Picked unit))
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Cinematic - Ping minimap for (Player group((Triggering player))) at TemLoc for 5.00 seconds, using a Simple ping of color (100.00%, 35.00%, 45.00%)
                  • Custom script: call RemoveLocation(udg_TemLoc)
                • Else - Actions
        • Else - Actions
 
Last edited:
This should be moved to Triggers & Scripts.

The way you're removing the group leaks are incorrect xD you also need to describe what "...it still gives me errors." even means. Everything looks okay in the triggers, but let me show you how I will do it.


On init, you save the color of the pings to the player's number (Player Red's player number is 1, Blue's number is 2, etc):
  • Ping Color Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Player Red --------
      • Set pingRed[1] = 100.00
      • Set pingGreen[1] = 0.00
      • Set pingBlue[1] = 0.00
      • -------- Player Blue --------
      • Set pingRed[2] = 0.00
      • Set pingGreen[2] = 0.00
      • Set pingBlue[2] = 100.00
      • -------- Player Teal --------
      • Set pingRed[3] = 0.00
      • Set pingGreen[3] = 100.00
      • Set pingBlue[3] = 100.00

When a player types the command:
  • Ping Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -ping as An exact match
      • Player - Player 2 (Blue) types a chat message containing -ping as An exact match
      • Player - Player 3 (Teal) types a chat message containing -ping as An exact match
    • Conditions
    • Actions
      • Set playerCommand = (Triggering player)
      • Set showPing = (Player group(playerCommand))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Set tempUnit = (Picked unit)
          • Set tempPlayer = (Owner of tempUnit)
          • Set playerNumber = (Player number of tempPlayer)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (tempUnit is A structure) Equal to True
              • (tempUnit is alive) Equal to True
            • Then - Actions
              • Set tempLoc = (Position of tempUnit)
              • Cinematic - Ping minimap for showPing at tempLoc for 5.00 seconds, using a Simple ping of color (pingRed[playerNumber]%, pingGreen[playerNumber]%, pingBlue[playerNumber]%)
              • Custom script: call RemoveLocation(udg_tempLoc)
            • Else - Actions
      • Custom script: call DestroyForce(udg_showPing)


I've never used Cinematic - Ping Minimap With Color before, so I'm not entirely sure if you will have to make this MPI. However, this is literally all you need for the triggers. All you need to do is add more player events + save all the other colors for other players. In my example, I only put Red, Blue, & Teal.
 
Level 7
Joined
Nov 19, 2015
Messages
283
You can also use player groups but that creates another leak you have to clean up. There are multiple ways of doing this and I dont know which is the most efficient but here is an example.
  • Untitled Trigger 003
    • Events
    • Conditions
    • Actions
      • Set temp_group = (Units in (Playable map area))
      • Unit Group - Pick every unit in temp_group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to True
            • Then - Actions
              • -------- Red --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Picked unit)) Equal to Player 1 (Red)
                • Then - Actions
                  • Set real[0] = 100.00
                  • Set real[1] = 0.00
                  • Set real[2] = 0.00
                • Else - Actions
              • -------- Blue --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Picked unit)) Equal to Player 2 (Blue)
                • Then - Actions
                  • Set real[0] = 0.00
                  • Set real[1] = 100.00
                  • Set real[2] = 0.00
                • Else - Actions
              • -------- Add the other colours you want --------
              • For each (Integer A) from 1 to 12, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Player((Integer A))) Equal to (Triggering player)
                    • Then - Actions
                      • Set TempLoc[0] = (Position of (Picked unit))
                      • Cinematic - Ping minimap for (All players matching ((Matching player) Equal to (Triggering player))) at (Center of (Playable map area)) for 5.00 seconds, using a Simple ping of color (real[0]%, real[1]%, real[2]%)
                      • Custom script: call RemoveLocation(udg_TempLoc[0])
                    • Else - Actions
            • Else - Actions
      • Custom script: call DestroyGroup(udg_temp_group)
Read this to learn about leaks. Its really important and saves everyone from always having to tell you.
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/memory-leaks-263410/#post2661133

Read up on some tutorials and look at systems other people have made.

EDIT: KILLCIDES one looks better.
 
Level 37
Joined
Aug 6, 2015
Messages
786
Still the same problem, not pinging all buildings
  • Ping Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -ping as An exact match
      • Player - Player 2 (Blue) types a chat message containing -ping as An exact match
      • Player - Player 3 (Teal) types a chat message containing -ping as An exact match
      • Player - Player 4 (Purple) types a chat message containing -ping as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -ping as An exact match
      • Player - Player 6 (Orange) types a chat message containing -ping as An exact match
      • Player - Player 7 (Green) types a chat message containing -ping as An exact match
      • Player - Player 8 (Pink) types a chat message containing -ping as An exact match
    • Conditions
    • Actions
      • Set playercommand = (Triggering player)
      • Set ShowPing = (Player group(playercommand))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • Set tempUnit = (Picked unit)
          • Set tempPlayer = (Owner of tempUnit)
          • Set PlayerNumberPing = (Player number of tempPlayer)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (tempUnit is A structure) Equal to True
              • (tempUnit is alive) Equal to True
            • Then - Actions
              • Set templocping = (Position of tempUnit)
              • Cinematic - Ping minimap for ShowPing at templocping for 5.00 seconds, using a Simple ping of color (pingColorRed[PlayerNumberPing]%, pingColorGreen[PlayerNumberPing]%, pingColorBlue[PlayerNumberPing]%)
              • Custom script: call RemoveLocation(udg_templocping)
            • Else - Actions
      • Custom script: call DestroyForce(udg_ShowPing)
  • ColoredPingConfig
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- red --------
      • Set pingColorRed[1] = 255.00
      • Set pingColorGreen[1] = 2.00
      • Set pingColorBlue[1] = 2.00
      • -------- blue --------
      • Set pingColorRed[2] = 0.00
      • Set pingColorGreen[2] = 65.00
      • Set pingColorBlue[2] = 255.00
      • -------- teal --------
      • Set pingColorRed[3] = 27.00
      • Set pingColorGreen[3] = 229.00
      • Set pingColorBlue[3] = 184.00
      • -------- purple --------
      • Set pingColorRed[4] = 83.00
      • Set pingColorGreen[4] = 0.00
      • Set pingColorBlue[4] = 128.00
      • -------- yellow --------
      • Set pingColorRed[5] = 255.00
      • Set pingColorGreen[5] = 255.00
      • Set pingColorBlue[5] = 0.00
      • -------- orange --------
      • Set pingColorRed[6] = 254.00
      • Set pingColorGreen[6] = 137.00
      • Set pingColorBlue[6] = 13.00
      • -------- green --------
      • Set pingColorRed[7] = 31.00
      • Set pingColorGreen[7] = 191.00
      • Set pingColorBlue[7] = 0.00
      • -------- pink --------
      • Set pingColorRed[8] = 228.00
      • Set pingColorGreen[8] = 90.00
      • Set pingColorBlue[8] = 170.00
here is the map
 

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Last edited by a moderator:
Please don't double post. Just edit your original post if you have more to say.

Well first off, what kind of numbers are those...? The Cinematic - Ping Minimap With Color will only read up to 100% (putting 100% will mean it will changes its color to 100% of red). Second, it's not that the trigger isn't working... it seems the ping function can only do 16 pings at a time. Hopefully someone can shed some light on this function.
 
Level 7
Joined
Nov 19, 2015
Messages
283
Just tested. There is a maximum number of pings allowed. New pings will erase older pings.

This is less than the 64 unit maximum. Might have to periodically ping 1 second and then ping the next group
 
There may only be 64 units in a group as far as I know. So if there are more, only 64 buildings will get pinged.

Hmm I don't think that's true. If pings have a limit much like sounds, then 16 is the max.

If it were true, it still wouldn't make sense because his test map didn't come close to 64 structures, but it was still only showing 16 pings.
 
Last edited:
Level 7
Joined
Nov 19, 2015
Messages
283
I made this you.

Hope you like it, it works more like a radar sweeping from left to right. Adjust the duration and width depending on how many units in your map as it will only have 16 pings max (from our testing).

View attachment pingh.w3x
 
Level 24
Joined
Aug 1, 2013
Messages
4,658
There can be "infinite" units in a unit group. ("Until-your-computer-is-unable-to-handle-that-many-units" infinite. I suppose... if not then it will probably be something like 2^31-1, 256 or 1024 depedning on how it is stored in the game.)
There may only be 64 destructables picked with the function that is used (at least in GUI, I am not certain about this from the native).
 
Level 7
Joined
Nov 19, 2015
Messages
283
Perhaps you can try get the trigger to fire off when you first start the map. Don't forget that if there are more than 16 units in the band, it will override the previous pings. Adjust the width depending on number of buildings you have.
 
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