I don't know about the way you have it set up... but you might try this...
Make a behavior (or ability) that hides the unit, and repalces it's footprint with a pathable, but not buildable one.
Then your rebuild phase would simply remove this behavior from all units.
-Events: yourRebuildPhaseEvent
-Unit Group - For each unit "Unit" in (Any units in (Entire map) owned by player 1 matching Excluded: , with at most Any Amount) do (Actions)
This is a problem I see a lot of people having with procedurally created assets. When you create the region, you need to store the region in a variable. That will let you refer to the region in both triggers and actions.
in pseudo...
0
I don't know about the way you have it set up... but you might try this... Make a behavior (or ability) that hides the unit, and repalces it's footprint with a pathable, but not buildable one. Then your rebuild phase would simply remove this behavior from all units.
-Events: yourRebuildPhaseEvent
-Unit Group - For each unit "Unit" in (Any units in (Entire map) owned by player 1 matching Excluded: , with at most Any Amount) do (Actions)
-Actions:
-Unit - Remove 1 hideBuildingBehavior from "Unit"
0
This is a problem I see a lot of people having with procedurally created assets. When you create the region, you need to store the region in a variable. That will let you refer to the region in both triggers and actions. in pseudo...
trigger goes off
Actions:
create region (...)
set variable SomeRegion = lastCreatedRegion