I don't know if it is a bug or WAD, but if the trigger for the 'unit remains in area' is not unit specific then it fires only for the first unit which matches side,type,subtype and class (or in case the event is repeatable once per time interval).
So for example if there are 3 units of matching class that remains in area for X minutes the trigger will fire only for the first unit that remains for X minutes and not 3 times after X minutes.
This behavior is problematic if someone (me) wants to create action based on each unit remaining in the area for some time. My use case is that I want to calculate score based on the number of units remaining in area (to simulate capture progress/strength) but it seems that I can't really tell how many units are in the area.
I can do it by either:
a) repeatable timer event (every X minutes) and then check with Lua if any units are inside the area. Too much coding for me and not very elastic as the unit list to check is within Lua code
b) prepare separate trigger for every possible unit. Not very elegant solution and does not scale well.
So it is either a bug and if not then the feature request would be to make the trigger work separately for every unit satisfying condition.
Attaching scenario illustrating the issue. The event only triggers for "Ship A", never for "Ship B".
