Alright, I'm going to have lots and lots of air units in my map.
They will be stationary.
I want a way to know when a player kills one, and where it was, without using many locations, and that works nearly instantly, so having a burrowed unit under each one and detecting when a burrowed unit doesn't have a unit above it using a "center location on Zergling at anywhere for neutral Computer, give to neutral Computer 2, Preserve" wouldn't work, and anyways, that would require far too many units.
mmmmmmhhhh, u can use a single localitation for each mutalisk or burrowed lings i was thinkin about if u have 12 mutalisk and p# brings exactly 11 blah blah but u needed to know where he was
If the player killing them has only 1 unit then you can minimap ping on the killer, otherwise i don't know.
QUOTE(Kumano @ Aug 7 2005, 08:56 PM)
If the player killing them has only 1 unit then you can minimap ping on the killer, otherwise i don't know.
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Yea you could somehow use the location around killer. But that won't be to accurately. You need this for a droping sistem, yes?
Dropping system?
What I'm using it for is being able to select an area for a certain event to take place by killing the unit above that area.
I'm not saying why. Not really important info, anyway.

If you want them to happen instantly, don't even bother with Preserve Trigger a single statement, because it can only check 12 in a second; you'd instead have to copy a sequence over and over again. I'm assuming you want something like this:
P1: player with Zerglings originally
P2: player with units to kill
P3: temporary player to give Zerglings to
[repeat as many times as you want]
Always
Move location Check on Zergling owned by P1
Preserve
Always
[This is when you know there's no unit there]
[Actions you want]
Kill 1 Zergling at Check for P1
Preserve
Always
Give 1 Zergling owned by P1 to P3
Preserve
[end of repeat]
P1 commands exactly 0 Zerglings*
Give all Zerglings owned by P3 to P1
Preserve
*Note: if you repeat the section marked enough times that the triggers check every single Zergling, you can replace this condition with Always
Zerglings?
What are Zerglings for?
Burrowed Zerglings below every unit because they're stationary, right?
Your original first post said it won't work, but I don't know what you meant by that.

I said not to suggest it, because a: It's too slow, b: I already have atleast a hundred units for this purpose, I don't want to double that.
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