I'm not certain about this, didn't really look deeply into it, but perhaps you're forgetting to factor in Bring not updating quickly? If you give the units away and then have a condition following that detecting whether there's any left or not, it will detect them as still being there, even after they've been given away. To fix this, add a Remove Unit action after giving the units away that does nothing, but will update the Bring command.
I know about this, but what about the center location action? That doesn't matter with updating, correct?
I am not using a Bring for either of these.
It always spawns the Bunker and it's always in the same spot. For the randomization trigger, I use a static grid and I know this works perfectly fine, as it did in the previous version with no changes.//-----------------------------------------------------------------//
Trigger("Player 5"){
Conditions:
Actions:
Set Switch("Switch2", randomize);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 5"){
Conditions:
Switch("Switch2", set);
Deaths("Player 5", "Terran Academy", At least, 1);
Deaths("Player 8", "Terran Academy", Exactly, 0);
Deaths("Player 8", "Infested Terran", At least, 1);
Actions:
Move Location("Player 11", "Infested Terran", "Location 0", "Location 9");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 15");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 19");
Create Unit("Player 5", "Terran Academy", 1, "Location 16");
Move Unit("Player 11", "Infested Terran", 1, "Location 15", "Location 16");
Move Unit("Player 5", "Terran Academy", 1, "Location 16", "Location 15");
Move Unit("Player 11", "Infested Terran", 1, "Location 16", "Location 15");
Order("Player 5", "Protoss Reaver", "Anywhere", "Location 15", patrol);
Set Deaths("Player 5", "Terran Academy", Set To, 0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 5"){
Conditions:
Switch("Switch2", not set);
Deaths("Player 5", "Terran Academy", At least, 1);
Deaths("Player 8", "Terran Academy", Exactly, 0);
Deaths("Player 8", "Infested Terran", At least, 1);
Actions:
Move Location("Player 11", "Infested Terran", "Location 0", "Location 9");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 15");
Move Location("Player 11", "Infested Terran", "Location 0", "Location 19");
Create Unit("Player 5", "Terran Bunker", 1, "Location 16");
Move Unit("Player 11", "Infested Terran", 1, "Location 15", "Location 16");
Move Unit("Player 5", "Terran Bunker", 1, "Location 16", "Location 15");
Move Unit("Player 11", "Infested Terran", 1, "Location 16", "Location 15");
Create Unit("Player 5", "Terran Marine", 2, "Location 15");
Run AI Script At Location("EnBk", "Anywhere");
Order("Player 5", "Protoss Reaver", "Anywhere", "Location 15", patrol);
Set Deaths("Player 5", "Terran Academy", Set To, 0);
Preserve Trigger();
}
//-----------------------------------------------------------------//
None.