Trigger
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
Actions
Unit - Kill (Triggering unit)
Create Whisps
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in Citizen_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to User
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 Citizen for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Else - Actions
Do nothing
Player Group - Pick every player in Umbrella_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to User
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 Umbrella for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Else - Actions
Do nothing
Are there any players in the Player Groups? Are you sure that Citizens and Umbrellas are the right units?
How about just setting the player groups in the same trigger the wisps are spawned in...How can I make sure the player groups are setup before the whisps try to spawn?
Code:Trigger Events Unit - A unit Finishes construction Conditions (Unit-type of (Triggering unit)) Equal to Wisp Actions Unit - Kill (Triggering unit)
Destroy Whisps
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Triggering unit)) Equal to Citizen) or ((Unit-type of (Triggering unit)) Equal to Umbrella)
Actions
Unit - Kill (Triggering unit)
How about just setting the player groups in the same trigger the wisps are spawned in...
IIRC when wisps build things which have Stats - Unit Classification set to Ancient they are destroyed, assuming you want them to work like NE wisps.