( I tried changing it to owner of triggering unit, it had no effect)
sry the condition is the only thing preventing the trigger from working.
Trigger:
(Number of units in (Units owned by (Owner of (Dying unit)) of type Spawning Pool (zerg))) Equal to 0
i know their are leaks and i will get to those but first i need this to work.(and i feel as if i were really close)
the event of the trigger is a unit dies
and essentially it is supposed to remove the units sold(units sold are placed in buildings by add triggers, which works good)
the two conditions say:
Trigger:
Conditions
(Unit-type of (Dying unit)) Equal to Spawning Pool (zerg)
(Number of units in (Units owned by (Owner of (Dying unit)) of type Spawning Pool (zerg))) Equal to 0
can't imagine why the second condition is preventing the actions
actions:
Trigger:
Then - Actions
Player - Make Zerg Egg (zergling) Available for training/construction by (Owner of (Dying unit))
Player - Make Zerg Egg (zergling colony) Available for training/construction by (Owner of (Dying unit))
Player - Make Zerg Egg (zergling Hive) Available for training/construction by (Owner of (Dying unit))
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) of type Hatchery (zerg)) and do (Actions)
Loop - Actions
Neutral Building - Remove Zerg Egg (zergling) from (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) of type Colony (zerg)) and do (Actions)
Loop - Actions
Neutral Building - Remove Zerg Egg (zergling) from (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) of type Hive (zerg)) and do (Actions)
Loop - Actions
Neutral Building - Remove Zerg Egg (zergling) from (Picked unit)
Because a dead unit still exists. Its still on the field. If you count all units of type then the dying unit is counted too because it still exists. If it didnt exist you wouldnt be able to get its type and whatnot.
What you really want to do is count the living units of that type.
every thing seems to be working perfectly i just wanted to make sure i have gotten rid of all the leaks.
btw
the two triggers above are repeated 3 more times (each) to make 8 triggers in all 2 for adding and removing zergling egges, hydrolisk eggs, scanthid, and ultralisk eggs.
if you think this may cause a problem plz let me know.
Your conditions can leak too. You have only shown us the actions. In your previous trigger you also had leaks in your conditions.
By the way: you can use the same variable for each of the groups, you dont need to have 3 different temporary group variables for cleaning up leaks unless you are actually going to use all 3 of them simultaneously as in 3 nested loops.
oh... Jeeez, i didn't even know conditions could leak how am i even supposed to fix those? with variables as well?
Trigger:
Conditions
And - All (Conditions) are true
Conditions
((Unit-type of (Dying unit)) Equal to Spawning Pool (zerg)) or (((Unit-type of (Dying unit)) Equal to Den (Zerg)) or (((Unit-type of (Dying unit)) Equal to Nest (Zerg)) or ((Unit-type of (Dying unit)) Equal to Lair (Zerg))))
and one of these for each; if all conditions are true (action).(4 in all)
Trigger:
And - All (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Spawning Pool (zerg)
(Number of living Spawning Pool (zerg) units owned by (Owner of (Dying unit))) Equal to 0
Your condition will only leak if unit groups or locations are created inside.
If they do you move them inside of your trigger actions and leave the triggers condition block empty.
If you dont use any unit groups or locations inside your condition then you can leave it as it is.
(player groups, special effects, regions and some other data types leak too, but unit groups and locations are the most common)
I'm on a page about incorrect corrections, and spent the better part of like two hours trying to get someone to understand that -5^2 = -25, not 25, and then that post had comments get reposted because that group is self sustaining, and that person was in turn trying to explain what I just explained to them. And I'm taking that as a victory
I will be AFK for a couple of days you guys hold down the fort while I am gone. I will be checking in on my phone but that will severly limit me. Be back saturday!