ok, this time, the banks trigger is messing with the cannons trigger!!!
I FEEL LIKE CHARLIE BROWN!! AUUUGGGHH
Im gonna attatch the map so u can check my triggers and see whats wrong
GOOD LUCK!
(PS: If you do figure it out please reattatch the fixed version or post again telling me whats wrong and how to fix...I've tried almost everything!

)
Bank? Also it seems that whenver you create something, the disabling turns off.
oops?

I think you have forgotten to give back all the units to current player after the trigger has looped through all the players?
No,i didnt. Check the trigger called Defense Turret2
It gives all zerglings owned by player 6 to current player in it...
(I wish it were that simple

)
You need to constantly enable all the cannons, regardless of whether a new one is made or not. That trigger only refreshes the enable when a new cannon is made.
well u only need to enable once, unless a new cannon is made
ADDITION:
thats why its only active when a new cannon is made, there is nothing interfering with it though, i dont know why it keeps switching between powered and unpowered...
Edit: Giving units and spawning units seems to have a strange effect on trigger enabled buildings.
You can't enable all cannons. The doodad state action only affects one unit, so if you run it for "everywhere" it only enables the top left cannon. Hence the iteration with the zerglings. I'm going to be writing a tutorial on it sometime after I finish my homework tonight.
Also, you don't need a constant enable. A cannon, once enabled, will stay powered untill you gain or lose or move another building that requires or creates power.
He did enable them one by one as you can see with the zerglings... He does have an extra trigger in there that enables all cannons at anywhere.
tutorial must be wrong, u can test the map if you'd like, building a turret is how to make ur cannon, (must be player 1)
Its only when u have a bank (command center) built that it unpowers. and powers again, each time it adds a mineral
I know, I wrote those triggers. The method with the zergling wasn't catching the top left cannon for some reason, so the constant enable is to take care of that one exception.
QUOTE(LegacyWeapon @ Apr 4 2005, 08:28 PM)
Edit: Giving units and spawning units seems to have a strange effect on trigger enabled buildings.
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Ya, Legacy is right,
I think the whole problem has to do with the bank being given to another player.
Except im not sure how to fix it

Just refresh the cannons when the banks are being changed to a different player.
Or constantly refresh the cannons?
Tried it before, added an action to when the bank gives 1 mineral, i told it to enable right before the preserve.
Try the attached map. I haven't tested it because I don't even know what exactly is going on. The only thing I changed was the "disable turrent 3" trigger. Instead of giving the zergling back to player 6 at location enable 1, I removed the zergling at location enable 1. I also deleted the trigger "always enable".
Also, what are the point of having the triggers that have a empty comment? I don't know what you have in mind for the map, but the way I see it, you would be much better off using one of the kill to cash methods. I think you could delete those triggers too.
ADDITION:
Opps, I forgot to attach it
[attachmentid=7376]
Well i want them to gain minerals every second based on the ammount of banks they have, there are 2 teams, and they fight eachother...
Reason for Having blank comments is because i didnt want to rename comments each time i copied the trigger and comments make triggers more organized
And you didnt attatch a map?
And one more thing.... Does it fix the enabling and disabling of the photon cannons while bank (gateway) is built?
ADDITION:
you attatched while i was replying

ADDITION:

Max, ur map just made it so that cannons didn't power up at all....
Just use the same burrow system for the banks, and refresh all buildings when a new one is made.
Dont you think i would get the same situation though? considering that its still using the give action...
Oh well, i dont have much choice.. im gonna try it, I'll post again and tell you if it works or not.
Didn't you get it working before and doesn't it use the give action for lings anyway?
it does use give action for lings, but the problem is it only uses the give action so often with lings..
The give action for the banks happens EVERY SECOND, alot more than the lings do :/
And yes i did get it to work before, but only because we didnt test EVERYTHING. without the bank there cannons work fine.
K all is fixed, Atleast i think it's how you wanted it. I also threw in a system to remove the ling when you kill the cannon so you don't have infinite lings all over the map preventing building.
If you make the banks something that does not require power (may I suggest the nexus, if not a terran building) you shouldn't have any trouble with the current system.
Otherwise DK is right, you need to do a burrowing system with the banks instead of having them change hands. You should probably use a different unit for the banks, such as a hydra or something.
Finally, I'd recommend against this 1-comp-per-player thing. You're going to have to make 6 copies of about 8-9 triggers. You could probably make this map 4v4 if you use the flag system I told you about in the channel.