Okay, TDBK's solution is really great, I think it work's good in Madness type games, but sometimes making RPG you would like to create personal rewarding for each unit (zergling - 500 gold, ultralisk 50 gold for example).
AFL-InuYasha.Your idea is good! But your triggers wouldn't work, because you check current player kills and then do not substract them for current player. After current player's first kill your triggers would give him minerals for each killed unit (killed not only by him). There is no actions which could sustract kills of some unit for current player. Instead of this you should check kills score for current player, as almost each unit have it's personal kill score.
| Trigger |
| Description: |
| Zergling Rewarding |
|
| Players: |
| ¤ Player Human |
| Conditions: |
¤ Current player Kills score is at least 50. (Not Kills and Razings!)
|
| ¤ Player Other has suffered at least 1 deaths of Zerg Zergling. |
| Actions: |
¤ Modify death counts for Player Other: Substract 1 for Zerg Zergling.
|
¤ Modify score for Current player: Substract 50 Kills. (Not Kills and Razings!)
|
¤ Modify resources for Current player: Add 500 Minerals.
|
| ¤ Preserve trigger. |
As far as I remember if you use Kills and Razings for men it will substract only half of it's score.
And so for each type of unit used in the game. Too much? Or how would you define personal rewarding for each unit?
This sometimes miss rapid kills, to slove that problem you have to use Hyper Triggers:
| Trigger |
| Description: |
| Hyper Triggers |
|
| Players: |
| ¤ Some Computer Player |
| Conditions: |
| ¤ Always. |
| Actions: |
¤ Preserve trigger.
|
¤ Wait for 1 milliseconds.
|
¤ Wait for 1 milliseconds.
|
¤ Wait for 1 milliseconds.
|
¤ ...
|
| ¤ ect. up to the end! |
I have a map where this idea is working.
ADDITION:
Sorry, I didn't see this
tutorial, method 4. I wonder if it really flows on rapid kills as it said there, because it seems to me I had no problems with it.
Anyway, I have an idea of merging these two methods. If you really want to use personal rewarding system then you should use triggers like this:
| Trigger |
| Description: |
| Changing most kills status. |
|
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Current player has most kills of Zerg Zergling (for example).
|
| ¤ Player 6 brings exactly 0 Zerg Zergling to 'Check'. |
| Actions: |
¤ Create 1 Zerg Zergling at 'P2 Update Kill Score' for Player 6.
|
¤ Create 1 Zerg Zergling at 'P3 Update Kill Score' for Player 6.
|
¤ ...
|
¤ Create 1 Zerg Zergling at 'P8 Update Kill Score' for Player 6.
|
¤ (Without P1!)
|
| ¤ Rewardment Actions for Zergling |
And so on for each unit.
You should additionally place one unit of each type at (let's assume that Player Comp = P8) 'P8 Update Kill Score', to make shure that Player Comp would have most kills of each unit at start of the game. Don't forget to place something for each player to kill units at P1-P8.
I just contrived this method and maby it wouldn't work... It has it's deficiencys: a pack of triggers must be created for each player (with the only change in locations where zergling creating, it shouldn't be created for current player) and it waits while last units on 'Px Update Kill Score' not killed. I wonder if the kills of unit score updates after kill action is performed for current player....
Any Ideas?