Been googling and searching this website for answers, but I can not seem to come up with any that will work for me.
I would really appreciate if someone could take a few minutes to explain how a trigger that would grant upgrades or units based on the number of kills for each player.
Say player 1 gets 100 kills, then they are granted a 2nd tier of ground research, and then at 200 they get a specific unit.
Any information would be greatly appreciated, this trigger is the only thing that holds me back from being able to release the map, everything else is set. I have been battling with this trigger for about a week now. Thanks again!
You would probably want to have another variable as a boolean to say theyve already been rewarded that tier's reward and then your trigger:
if ( Kills[Propietary of Killing Unit] >=100 and Tier1[Propietary of killing unit] = false
) then {
Allow Name_Of_The_Upgrade For Player and set tier1[propietary of killing unit] = true }
because otherwise everytime they get a kill between 100-200 its going to allow the upgrade.
Been googling and searching this website for answers, but I can not seem to come up with any that will work for me.
I would really appreciate if someone could take a few minutes to explain how a trigger that would grant upgrades or units based on the number of kills for each player.
Say player 1 gets 100 kills, then they are granted a 2nd tier of ground research, and then at 200 they get a specific unit.
Any information would be greatly appreciated, this trigger is the only thing that holds me back from being able to release the map, everything else is set. I have been battling with this trigger for about a week now. Thanks again!
@chubz04: Go
Create an array for kills, Kills[Number_Of_Player]
Create a trigger, any unit dies
Modify Kills[Propietary of Killing Unit] +1.
if ( Kills[Propietary of Killing Unit] >=100) then { Allow Name_Of_The_Upgrade For Player }
if (Kills[Propietary of Killing Unit]>=200) then { Allow Name_Of_Unit For Player }
And so on...
Disallow them first, on Map Initalization for example.
@fr0d0b0ls0n: Go
Thanks so much for the quick reply. I'll get to it! Appreciate it!
You would probably want to have another variable as a boolean to say theyve already been rewarded that tier's reward and then your trigger:
if ( Kills[Propietary of Killing Unit] >=100 and Tier1[Propietary of killing unit] = false
) then {
Allow Name_Of_The_Upgrade For Player and set tier1[propietary of killing unit] = true }
because otherwise everytime they get a kill between 100-200 its going to allow the upgrade.
I use these conditions
You shouldn't need it all
Player Kill Counter[(Picked player)] >= 150
Player Kill Counter[(Picked player)] < 300
(Razorback Zergling count for player (Picked player), counting Complete) < 47
(Picked player) != (Owner of (Last created unit))
defeated boolean[(Picked player)] == false
This will spawn a continuous stream of units in my trigger.
For upgrades I add an extra if statement below my actions. This increases a variable by one and a condition of this is that the variable = x
Then in here i add the one-time upgrades and things