Put a store somewhere on the map, or several in different areas where you can purchase items for use against enemies and stuff. Like, some examples of items would be:
Grenade (Location following unit for range probably about 5x5 or so)
Trigger |
Description: |
Grenade Trigger |
|
Players: |
¤ Item User |
Conditions: |
¤ Current player brings at least 1 (grenade triggering unit) to (item triggering location)
|
¤ Foes brings at least 1 men to (range location following player's unit) |
Actions: |
¤ Center location labeled (grenade creation trigger, 2x2) on men owned by Foes at (range location following player's unit)
|
¤ Center view for current player at (grenade creation location)
|
¤ Create 1 Vulture Spider Mine for current player at (grenade creation location)
|
¤ Kill all Vulture Spider Mine at (grenade creation location) for current player
|
¤ Kill all men for Foes at (grenade creation location)
|
¤ Run AI Script at (item triggering location) "Enter Transport"
|
¤ Display for current player: Grenade used!
|
¤ Preserve trigger |
Or you could do a healing item:
Trigger |
Description: |
Healing item trigger |
|
Players: |
¤ Item user |
Conditions: |
¤ Current player brings at least 1 (heal triggering unit) to (Item triggering location) |
Actions: |
¤ Modify hit points for men owned by current player at (location following player's unit) set to 100%
|
¤ Center view for current player at (location following player's unit)
|
¤ Display for current player: Unit healed!
|
¤ Run AI Script at (item triggering location) "Enter Transport"
|
¤ Preserve Trigger |
There's almost no limit to what you can do for items, you could even make a burrowed lurker under the player's unit just long enough to attack once, then remove it.
These triggers were assuming that you would use a transport to activate items (which is the best way in my opinion).
Also, I think your map would be more original if instead of starting out with a vehicle unit, you can purchase or get into vehicles along the way.
Hope this stuff helped.
