Unit Classification bugg/problem?

MatTaNg

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When a unit dies i want my actions to activate however i want it to exclude hallucinations. I used this condition to do this: ((Triggering unit) is Hallucination) == false
For some reason its not working and i'm getting pretty frustrated. I'm convinced its a bug, what do you guys think? Is there any other way to do this?
 
Round End
Events
Unit - Any Unit dies
Local Variables
Conditions
((Triggering unit) is Hallucination) == false
((Triggering unit) is in Region 001) == true
Or
Conditions
(Unit type of (Triggering unit)) == Dark Templar
(Unit type of (Triggering unit)) == Ghost
(Unit type of (Triggering unit)) == High Templar
(Unit type of (Triggering unit)) == Immortal
(Unit type of (Triggering unit)) == Roach
(Unit type of (Triggering unit)) == Viking (Fighter Mode)
(Unit type of (Triggering unit)) == Zealot
(Unit type of (Triggering unit)) == Raven
(Unit type of (Triggering unit)) == Battlecruiser
(Unit type of (Triggering unit)) == Sentry
(Unit type of (Triggering unit)) == Stalker
(Unit type of (Triggering unit)) == Morphling
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) == 1
Then
Unit - Create 1 Morphling for player (Triggering player) at Spawn 1 facing 270.0 degrees (No Options)
Else
Unit - Create 1 Morphling for player (Triggering player) at Spawn 2 facing 270.0 degrees (No Options)
Unit Group - Pick each unit in (Any units in Region 002 owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 Stalker for player 0 at (Unit Dump facing 270.0 degrees) facing 270.0 degrees (No Options)
Variable - Set Stalker[0] = (Last created unit)
Unit - Hide (Last created unit)
Unit - Create 1 Stalker for player 0 at (Unit Dump facing 270.0 degrees) facing 270.0 degrees (No Options)
Variable - Set Stalker[1] = (Last created unit)
Unit - Hide (Last created unit)
Unit - Create 1 Zealot for player 0 at (Unit Dump facing 270.0 degrees) facing 270.0 degrees (No Options)
Variable - Set Zealot[0] = (Last created unit)
Unit - Hide (Last created unit)
Unit - Create 1 Zealot for player 0 at (Unit Dump facing 270.0 degrees) facing 270.0 degrees (No Options)
Variable - Set Zealot[1] = (Last created unit)
Unit - Hide (Last created unit)
Variable - Set High Templar Energy[(Triggering player)] = 200
Variable - Set Sentry Energy[(Triggering player)] = 200
Variable - Set Raven Energy[(Triggering player)] = 200
Variable - Set Ghost Energy[(Triggering player)] = 200
Variable - Set Player Points[(Owner of (Killing unit))] = (Player Points[(Owner of (Killing unit))] + 1)
Leaderboard - Set Untitled Variable 001 item text at column 2 and row 1 to (Text(Player Points[1]))
Leaderboard - Set Untitled Variable 001 item text at column 2 and row 2 to (Text(Player Points[2]))
Leaderboard - Show all leaderboards for (All players)
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Points[(Owner of (Triggering unit))] == 0
Then
Else
Variable - Set Player Points[(Owner of (Triggering unit))] = (Player Points[(Owner of (Triggering unit))] - 1)
Leaderboard - Set Untitled Variable 001 item text at column 2 and row 1 to (Text(Player Points[1]))
Leaderboard - Set Untitled Variable 001 item text at column 2 and row 2 to (Text(Player Points[2]))
Leaderboard - Show all leaderboards for (All players)
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Points[1] == 3
Then
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Player Points[2] == 3
Then
Game - End game in Victory for player 2 (Show dialogs, Show score screen)
Else
 
You'll want the In region, Isn't hallucination, and the Or to be inside of an And.
 
like this?
And
Conditions
((Triggering unit) is Hallucination) == false
((Triggering unit) is in Region 001) == true
Or
Conditions
(Unit type of (Triggering unit)) == Dark Templar
(Unit type of (Triggering unit)) == Ghost
(Unit type of (Triggering unit)) == High Templar
(Unit type of (Triggering unit)) == Immortal
(Unit type of (Triggering unit)) == Roach
(Unit type of (Triggering unit)) == Viking (Fighter Mode)
(Unit type of (Triggering unit)) == Zealot
(Unit type of (Triggering unit)) == Raven
(Unit type of (Triggering unit)) == Battlecruiser
(Unit type of (Triggering unit)) == Sentry
(Unit type of (Triggering unit)) == Stalker
(Unit type of (Triggering unit)) == Morphling
Still doesn't work :(
 
Is it like this?
And[
Conditions
((Triggering unit) is Hallucination) == false
((Triggering unit) is in Region 001) == true
Or(
Conditions
(Unit type of (Triggering unit)) == Dark Templar
(Unit type of (Triggering unit)) == Ghost
(Unit type of (Triggering unit)) == High Templar
(Unit type of (Triggering unit)) == Immortal
(Unit type of (Triggering unit)) == Roach
(Unit type of (Triggering unit)) == Viking (Fighter Mode)
(Unit type of (Triggering unit)) == Zealot
(Unit type of (Triggering unit)) == Raven
(Unit type of (Triggering unit)) == Battlecruiser
(Unit type of (Triggering unit)) == Sentry
(Unit type of (Triggering unit)) == Stalker
(Unit type of (Triggering unit)) == Morphling)]

Can I just get a screenshot?
 
Idk, maybe I'm just retarded, but I couldn't get anything to work regarding the units being classified as 'hallucinations' so I made my own workaround. Kind of a stupid way, but whatever.

Hallu test 2
Events
Unit - Any Unit creates a unit with ability Sentry - Hallucination (Probe) or behavior Any
Local Variables
Conditions
Actions
Unit - Set (Created unit) Bounty (Custom) to 100.0

____________

hallu test
Events
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering unit) Bounty (Custom) (Current)) != 100.0
Then
Transmission - Send transmission to (All players) from (No one) playing No Sound Link with name "gar" and message "NOT A HALLUCINATION" using No Portrait playing Talk (Add 0.0 seconds, Don't Wait until it finishes)
Else
Transmission - Send transmission to (All players) from (No one) playing No Sound Link with name "gar" and message "HALLUCINATION" using No Portrait playing Talk (Add 0.0 seconds, Don't Wait until it finishes)

Just did something like that for testing- use the 'custom bounty' for testing whether it's a hallucination or not. You'll have to make an event trigger like the probe for each creation of a hallu unit.
 
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