I'm not referring to the common bug of too many units lagging, but rather two different ones:
1) Units stop any orders they had, after attacking an enemy unit that is set with a trigger to change owner upon being attacked (it will change owner though before them getting stuck). If they were player units, they will ignore any queued orders, but they can move if no shift-click is used. If AI owned, they will idle there until attacked or some (random?) time in the future. My triggers look like this:
Any possible solutions? Those are the main reasons I don't want to release the first version of my map yet. If they are unknown bugs and someone wants to test the map/see the triggers just ask me, I can send it or we can test it online to reproduce them.
1) Units stop any orders they had, after attacking an enemy unit that is set with a trigger to change owner upon being attacked (it will change owner though before them getting stuck). If they were player units, they will ignore any queued orders, but they can move if no shift-click is used. If AI owned, they will idle there until attacked or some (random?) time in the future. My triggers look like this:
-
Sheep
-
Events
- Unit - A unit Is attacked
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Sheep
-
Actions
- Unit - Change ownership of (Triggering unit) to (Owner of (Attacking unit)) and Change color
-
Events
Any possible solutions? Those are the main reasons I don't want to release the first version of my map yet. If they are unknown bugs and someone wants to test the map/see the triggers just ask me, I can send it or we can test it online to reproduce them.