I have a few triggers that say
Conditions
"Player 1 bring 1 _______ to ______"
Action
"Create 1 _______ for Player 5 at _________"
However when this happens it creates 2 of that unit. It happens on all the triggers that create 1 unit at any location. Is it because of hyper triggers? If so, how do I fix that?
None.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
maybe 2 players run this trigger -> 2 units will be created
You definitely checked the trigger for more than one player, if you only want it created once, only check one player, for every player you check, another copy of the trigger is given to them, so if the conditions remain true, it will run for as many players as you check.
None.
In one case it is suppose to create 2 units. Even though each unit goes to a different player. However in multiple other cases, it has to create one marine at on location for player 7 but it creates two instead. I've looked over the trigger many times but it still spawns 2 even though it clearly states 1 unit is supposed to spawn.
None.
So since I have players 5 and 6 checked it executes the trigger twice and creates one player 7 marine for player 5's trigger and one player 7 marine for player 6's trigger?
Whenever I did this before it didn't seem to do this.
None.
The reason it didn't do it before was most likely because the conditions were no longer true once one of the triggers ran, in this case, obviously that is not true. It's not to difficult to make it true though.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yes, that's the problem.
Depending on what you are trying to do there's a couple ways to prevent it.
The most elegant way, if applicable, is to use Current Player:
Force 1Conditions:Current Player brings at least 1 <unit> to X
Actions:Create 1 <unit> for Player Y at Z
This way the trigger will only run for the person owning the unit.
Another good way is to make the
condition untrue:
Force 1Conditions:Player 1 brings at least 1 <unit A> to X
Actions:Create 1 <unit B> for Player Y at Z
Move <unit A> at X to X2OR:
Force 1Conditions:Switch 1 is cleared
Player 1 brings at least 1 <unit A> to X
Actions:Create 1 <unit B> for Player Y at Z
Set Switch 1Often it also helps to give the trigger to a single owner, like a comp. Especially useful if it's the receiver of the new unit:
Player YConditions:Force 1 brings at least 1 <unit A> to X
Actions:Create 1 <unit B> for Current Player at Z
Of course there's dozens of other ways to prevent this, but the above triggers cover the most common ones. I just wanted to show you some practical solutions and with a bit of thinking I'm sure you can modify one of these to fit into your map.
Good luck!
Post has been edited 3 time(s), last time on Oct 17 2008, 7:09 am by NudeRaider.
You have to be careful with making the conditions false using a bring command, some actions will not update the bring command, so the condition will still remain true, even if physically it is not, here's a list of actions that
do instantly update the bring command:
Kill Unit
Kill Unit at Location
Remove Unit
Remove Unit At Location
Move Location
Move Unit
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yes, that means if you move the unit out of the location you're fine, but if you just give the unit to another player sc doesn't detect it instantly and the trigger might run again for the next player.
Also be careful with kill unit. Units don't die instantly (while remove is). During the death animation they still can be detected.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
...but if you just give the unit to another player sc doesn't detect it instantly and the trigger might run again for the next player.
That problem really confused me in my D1 item swapping triggers because I thought it was updated instantly with give. I fixed it centering anywhere on anywhere.