Ah, setting a region for each destination is best. but really you can use anything as a marked point. units/destructibles/regions/items etc. You could make a really large reason and set the destination to be random point within region, but then it'd be a random point.
You will only need 1 region for the removal but if you don't want to use 9 more to spawn 9 units in a line i'd say you have 3 options.
option 1 take the multiple spawn commands and put the [order last spawned unit to move] and some [waits] between each spawn. by doing this they wouldn't spawn...
thats easy. use [pause/unpause unit] on load and unload. you wouldn't need to detect then mostly.
After going back through it here is what I found
--------------------------------------------------------------
load
Events
Unit - A unit Is loaded into a transport
Conditions...
here with this you don't even need a dummy. one trigger can do it all
bonusdmgvar is an integer variable
Untitled Trigger 001
*Events
-Unit - A unit Is attacked
*Conditions
-(Owner of (Attacking unit)) Equal to Player 1 (Red)
*Actions
-Set bonusdmgvar = (Intelligence of...
let me ask, the unit in the building. what is happening, why are your trying to trigger this? there may be a work around.
also, I think orc burrow would probably be better than zeppelin if your just trying to house units
there are upgrades I have setup on the map that are suppose to be applied to the hero. he has them as being used and there are no conditions attached, not sure why they wont effect him. I suspect it might be associated with the building the upgrade is purchased from transfers owner by trigger...
perhaps you can set a trigger to immediately drop the item last bought, set last dropped item to a variable. move the item to unit position and then order unit to pick it up.
http://www.filedropper.com/transitiontutorial
Take a look at this dude, you'll have to pick it apart but its a map I found awhile back that not only allows you to build a campaign around a central hub but allows you to move freely from any map to any other map in a campaign...
Max mana level:
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to Max mana
Actions
Set maxmana = (maxmana + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
maxmana Greater than or equal to 5
Then - Actions
Unit -...
I'm working on a full scale multimap campaign that revolves around a central hub. Simply put 8 quests are far too few, I can't figure out how to remove them from the players quest log in-game.
EDIT: Nevermind, I had something interfering with the trigger.