Thats exactly right MiniMoose I used set deaths. You could also use a switch but I used deaths because i wanted each player to pick up the key seperatly. The triggers were something like this.
Force 1
Conditions:
-Current player brings at least 1 men to door 1
-Current player suffers at least 1 death of "key"
Actions:
-Disable doodadstate for door owned by all players at door 1
-Preserve trigger.
Force 1
Conditions:
-Current player brings at least one men to door 1
-Current player sufferst at most 0 deaths of "key"
Actions:
-Display Text "This door is locked, you need a level 1 keycard to open this door"
-Preserve Trigger
Force 1
Conditions:
-All players bring exactly 0 men to door 1
Actions:
-Enable doodadstate for door for all players at door 1
-Preserve trigger.
Then when you pick up the key you set the deaths for "key" unit. The 'key' unit is simply a unit not used in the game like a mineral chunk or a building.
There are several things you should consider when making the triggers to pick up the keycards. There are 3 ways it could happen the way I see it.
1) The player must pick up the keycards in order ( level 1 then level 2)
2) The player may pick up the level 2 keycard before level 1 and have access to all the level 1 doors.
3) The player may have an "increase keycard level" rather than specific keycards.
In each of these the triggers would be slighly differant. It didn't matter to much to me because House of the haunted is set up so you can't reach level 2 unless you have a level 1 card.
For type One
-the conditions of the triggers need to state the current level of your keycard. For example if your current keycard level is 0. The conditions for the trigger need to include "current player suffers exactly 0 deaths of key"
For type Two
This one is slightly more difficalt than the other two. As the actions you must use "set deaths" not add. But the problem is you don't want the player to pick up a level 1 keycard after they pick up a level 2 keycard. To do this you need to have your conditions include a range of values. For example if you are picking up keycard level 3. the conditions would include
"current player suffers at most 2 deaths of key"
This way the trigger will fire if you have 0 1 or 2 deaths but not 3 or more. So you can't decrease your keycard level.
For type Three
To have a Increase keycard level is pretty easy. Just use "add 1 death of key" for your actions. And make sure you don't use preserve trigger. The conditions will not need to indicate anything about your current keycard level.
The method you want to do is up to you and the restrictions of your map. I may have said more than you intened on hearing but since your talking about my map I figured I must reply. Hope this helps
