Is it a single player map? If not, the pauses are useless.
Also, both of the triggers you've shown are independent. Neither has an effect on the other.
And your experience trigger is completely wrong. If you've got P8's deaths adding one kill to the kill score for Player 1, then that means Player 1 will gain 1 points per kill along with the 100+ for each unit it kills. I don't think you understand "kill score," so I suggest you look
here.
Because the condition says that P8 suffers at least 1 death, that means the experience will be added indefinately as long as P8 has suffered one death at some point. Change the condition so that P1 has at least 1 kill score and then as an action, set P1's kill score to 0 after each kill. This way, each kill will add one one experience point (or whatever).
Specifically which trigger doesn't work?
QUOTE(DevliN @ Jun 4 2006, 09:08 AM)
Is it a single player map? If not, the pauses are useless.
Yes, it is a single player map atm, but multiplayer is planned.
QUOTE(DevliN @ Jun 4 2006, 09:08 AM)
Specifically which trigger doesn't work?
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The rewarding one. Can't get XP as a reward.
Considering its a "bring" condition, that means it should work once the unit goes to that location. Unless the switch is set and never cleared at some other point in the game, it should work well.
Adn I seriously suggest you stop using kill score as experience. Its really gonna mess you up since you seem to have no idea how it works. Look here for kill score amounts:
http://www.staredit.net/index.php?tutorial=108. Basically if Player 1 kills Norad II, he gets 4801 experience (4800 for killing Norad II and 1 for your basically useless experience trigger).
I'd say the biggest correction in concepts you need to hear is the conditions for your second trigger. Preserve triggers make it so the EXACT same trigger will run again if the conditions are met .08 seconds later if using hyper triggers, 2 seconds without. Once P8 suffers one death of a unit, the trigger will run over and over again, because the condition of the trigger is still met. An obvious solution would be to have it so P8 gets minus 1 death in the actions of the trigger, of course. This method of kills-> cash only works with 1 player, though.
Then what devlin was addressing. Kill score, put simply, is the score that appears under "Kills" post-game when you go to the "Units" tab. Each unit is assigned a different value- broodling 25, zling 50, hydra 350, etc. Kill score is added automatically each time you kill a unit, and many maps display it by having a leaderboard. Kill score is a variable that can be modified through "Set score," as well.
Kills, actual kills of units, is a variable that cannot be modified through triggers. You can just make leaderboards with kills, other stuff, and use kills as conditions. For example: current player kills atleast 1 anyunit. Here, each unit counts as 1 kill, instead of having varying score values associated with them.
So basically, if you use kills score, go ahead and do it. Just realize that you ARE using kills score, so you don't need triggers to add to the score and you need to use the Score condition instead of the Kills condition. If you don't use score but want each and every unit to be worth the same amount, look at the kills->cash tutorials and choose a method to best suit your map.
I know I restated some of the stuff devlin said.. but I was just trying to put a second light on it.