Couple of things; conditions may need to be all combined under an "and" to force to make sure all three are rquired otherwise use "or". You do not need to save or move a region with an action as your pick each units condition can check a region made from circle around are target unit. Also your else cause it to deal damage and then change ownership of it right after. If you have it setup that was it will either kill the target unit and the next action won't register because you just destroyed it or you damage basically your own unit.
When I want your opinion...I'll give it to you!
VoidAbstraction Regular ShmoeHey, could you guys have a look at this trigger, let me know where I've gone wrong.
Basically, I had it working with, unit casts ability on beacon = spawn Spire at beacon. And if a building is already there, kill it, then create one for yourself (so like a take and hold kind of thing)...
But decided, that instead of instantly killing the enemies spire and replacing with one of your own, it should if there is a spire there, damage the spire (so attempt to kill it), else if no spire, spawn your own. I'm not sure where this has gone wrong.
Events
Unit - Any Unit uses Zeratul - Void Prison Copy at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
(Distance between (Position of (Triggering unit)) and (Position of (Triggering ability target unit))) <= 3.0
(Owner of (Triggering ability target unit)) != (Owner of (Triggering unit))
(Unit type of (Triggering ability target unit)) == Beacon (Zerg Large)
Actions
Region - Move Find Spire to (Position of (Triggering ability target unit))
Unit Group - Pick each unit in (Any units in Find Spire owned by player Any Player matching Required: Biological, Structure; Excluded: Missile, Dead, Hidden, Invulnerable, with at most 1) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Unit type of (Picked unit)) == Spire
Then
Environment - Deal damage using Karass - Psi Discharge (Launch Missile) on (Picked unit) from (Triggering unit) with 5.0 extra damage
Else
Unit - Change ownership of (Triggering ability target unit) to player (Owner of (Triggering unit)) and Retain Color
Unit - Create 1 Spire for player (Owner of (Triggering unit)) at (Position of (Triggering ability target unit)) using default facing (Ignore Placement)
Variable - Modify Spire Count[(Owner of (Triggering unit))]: + 1