For lives you have plenty of options:
- Ore
- Gas
- Units on the map that die
- Custom
- Deathcount (different from above)
***For ore and gas live counts (and using your scenario above), the trigger would look like this:
Beginning of game set P4's ore [or gas] to however many lives you want.
Then:
| Trigger |
| Description: |
| P4 Life Lose |
|
| Players: |
¤ P1
|
¤ P2
|
| ¤ P3 |
| Conditions: |
| ¤ Bring, current player, at least 1, [unit], P4's base |
| Actions: |
¤ Remove 1 unit at P4's base, current player
|
¤ Set resources, P4, subtract, 1, ore [or gas]
|
| ¤ Preserve Trigger |
And then make a trigger that ends P4's scenario in defeat when he has 0 ore [or gas].
***For units on map that die, triggers would work like this:
Place a certain number of units on the map for player 4. For instance if you want P4 to have 10 lives, put 10 of w/e unit on some part of the map and put a location around em. Make sure they can't go anywhere (if its possible for them to move or be picked up, either a different method or give the units to a different player).
Then:
| Trigger |
| Description: |
| P4 Life Lose |
|
| Players: |
¤ P1
|
¤ P2
|
| ¤ P3 |
| Conditions: |
| ¤ Bring, current player, at least 1, [unit], P4's base |
| Actions: |
¤ Remove, 1 unit at P4's base, current player
|
¤ Remove, 1, P4's life, at P4's lives, P4
|
| ¤ Preserve Trigger |
And then make a trigger that ends P4's scenario when there are no units at P4's life location.
***Custom score would work like this:
Beginning of game set P4's custom score to however many lives you want.
Then:
| Trigger |
| Description: |
| P4 Life Lose |
|
| Players: |
¤ P1
|
¤ P2
|
| ¤ P3 |
| Conditions: |
| ¤ Bring, current player, at least 1, [unit], P4's base |
| Actions: |
¤ Remove 1 unit at P4's base, current player
|
¤ Set score, P4, subtract, 1, custom
|
| ¤ Preserve Trigger |
Then have P4's scenario end in defeat when P4's custom score equals 0.
***For deathcount, you can either count up or count down (technically you can do it for custom too).
IF YOU'RE COUNTING DOWN
Beginning of the game set the players deathcount of NPU (ex. independent CC) to the number of lives you want
Then:
| Trigger |
| Description: |
| P4 Life Lose |
|
| Players: |
¤ P1
|
¤ P2
|
| ¤ P3 |
| Conditions: |
| ¤ Bring, current player, at least 1, [unit], P4's base |
| Actions: |
¤ Remove 1 unit at P4's base, current player
|
¤ Set deaths, P4, subtract, 1, NPU
|
| ¤ Preserve Trigger |
Then have a trigger that makes P4's scenario end in defeat when P4's death count of the NPU equals 0.
OR IF YOU'RE COUNTING UP
No beginning of game actions needed for countingup. Another perk when you count up is you can even rename the NPU you use to "Lives lost" to help you keep track of what you're doing.
| Trigger |
| Description: |
| P4 Life Lose |
|
| Players: |
¤ P1
|
¤ P2
|
| ¤ P3 |
| Conditions: |
| ¤ Bring, current player, at least 1, [unit], P4's base |
| Actions: |
¤ Remove 1 unit at P4's base, current player
|
¤ Set deaths, P4, add, 1, NPU
|
| ¤ Preserve Trigger |
Then have a trigger that makes P4's scenario end in defeat when P4's deathcount of the NPU equals however many number of lives you want that person to have.
For my map (Drill Defense) I used a combination of counting up deathcounts and counting down custom score. This is becuase when the computer got to the end of the track, I would add a deathcount of "lives lost" (Independent CC) for P1. And I would also subtract 1 custom score for P1 (which is set to 100 at the start of the game). This is so I could show the custom score in the leader board, so everyone would know how many lives ppl have, and so I could have a trigger that defeats P1 when his deaths of "lives lost" equals 100.