puh ok.. i try to explain best i can... (simple as possible.. -> i only describe important triggers and the rest i leave out).. btw. its a defense map...
i have a computer player 7 that is creating units at spawingn point ... every time this trigger fires sum things happen nearby... The 2 important are : if Level is 1 set then set gas to 1 and points for killed building to 1, if level is 2 then set gas to 2 and points for killed building to 2.. etc...
i explain short why:
-) gas shows the current level (stage) -> does not get manipulated through anything else -> gas only setted by this trigger -> no gathering etc...
-) killed buildings for a 2nd score with the same amount -> we will use this later -> also does not get manipulated since palyers just can kill units and no buildings.. fine... so
the reason why i need those 2nd score (killed building) is that i added a noob'o'meter which shows defense upgrades..
my system works like this: defense upgrade always cost 1 gas.. (its not needed in game -> noob-meter -> and so it costs everytime one gas)...
ok so far.. remember this is all for plyer 7...
and then are a extra triggers (not for payer 7 anymore.. ) those triggers now run for force "defenders" -> player 1-6..
IF gas is 0 and points for killed builings is 1 THEN create 1 unit "noob'o'meter" at location and add 1 gas...
IF gas is 1 and points for killed builings is 2 THEN create 1 unit "noob'o'meter" at location and add 2 gas...
and so on... so it simply checks if a player uses gas for upgrading and if then a unit "noob-meter" get created and a gas get added again..
so it should be a harmonic cycle..
but the problem is this triggrs nor fire exact and not everytime a unit "noob'o'meter" get created... and i cant use HYPER TRIGGERS cauze they maniuplate gameplay to much in this stage.. i tried alot of possibilitys...
so my question is: what can i do now ? and does it help if i place those triggers for "defenders" also for player 7 , instead for 1-6 (defenders) ? what would u suggest ?
thx!!