Someone is probably going to have to distill this down further for me:
______
IF
(Owner of (Killing Unit)) == 13
[This is when you start a comparison condition? I see "Owner of Unit", but when I try to change it, I get lost. I understand the general concept but syntax and general lack of C# and other coding finesse is going to slaughter me.]
THEN
Player Group - Pick each player in (Allies of (Owner of (Killing Unit)) and do (Actions)
- Actions
- Player - Modify player (Picked player)) Minerals: Add 1.
ELSE
Player - Modify player (Owner of (Killing Unit)) Minerals: Add 10.
______
What I'm looking for is simply: If player 1 kills unit x, they receive X minerals, same for player 2 and 3. If player 4 kills unit y, they receive Y minerals, same for 5 and 6. Players 1, 2 and 3 are on a team against 4, 5 and 6. Scratch the defense thing.
I quickly threw together a sample map and have uploaded it underneath this post, however I will need a little bit more clarification on this.
When you say unit x, do you mean a unit type in general or a specific unit? In the sample map I just made it award minerals when killing Zerglings.
It is possible to award minerals when you kill units in the data editor. This might be a better solution than using triggers, depending on how the scenario is going to work.
I took a look at your map, and that's essentially what I need. (Is there a way to export/import work to and from the editor? Some sort of package feature?)
Team A has players 1, 2 and 3. They use Zerglings and a hero each. Team B has players 4, 5 and 6. They use Zealots and a hero each. If a player on Team A scores a kill on a Zealot that player receives 4 minerals. If a player on Team B scores a kill on a Zergling he receives 1 mineral.
I'm looking to allow rewards of minerals based upon kills.
If player 1 scores a kill on unit x, he receives minerals.
If team 1's defense scores a kill on unit x, all of team 1 receives minerals.For this example, Player 13 will be the computer controlled team 1 unit.
Also, changing the markup language helps fix the weird space thing. I use BBCode.
Thanks for BBCode suggestion.
Someone is probably going to have to distill this down further for me:
______
IF (Owner of (Killing Unit)) == 13
[This is when you start a comparison condition? I see "Owner of Unit", but when I try to change it, I get lost. I understand the general concept but syntax and general lack of C# and other coding finesse is going to slaughter me.]
THEN Player Group - Pick each player in (Allies of (Owner of (Killing Unit)) and do (Actions) - Actions - Player - Modify player (Picked player)) Minerals: Add 1.
ELSE Player - Modify player (Owner of (Killing Unit)) Minerals: Add 10. ______
What I'm looking for is simply: If player 1 kills unit x, they receive X minerals, same for player 2 and 3. If player 4 kills unit y, they receive Y minerals, same for 5 and 6. Players 1, 2 and 3 are on a team against 4, 5 and 6. Scratch the defense thing.
I quickly threw together a sample map and have uploaded it underneath this post, however I will need a little bit more clarification on this.
When you say unit x, do you mean a unit type in general or a specific unit? In the sample map I just made it award minerals when killing Zerglings.
It is possible to award minerals when you kill units in the data editor. This might be a better solution than using triggers, depending on how the scenario is going to work.
I took a look at your map, and that's essentially what I need. (Is there a way to export/import work to and from the editor? Some sort of package feature?)
Team A has players 1, 2 and 3. They use Zerglings and a hero each. Team B has players 4, 5 and 6. They use Zealots and a hero each. If a player on Team A scores a kill on a Zealot that player receives 4 minerals. If a player on Team B scores a kill on a Zergling he receives 1 mineral.
It is probably easier to just set their kill resource in the data editor than to over-complicate it with triggers, when it really isn't necessary.
I have uploaded a screenshot of the field you are going to need in the data editor.
Oh wow, that's nice. But does it award an ally or oneself for killing your own units?
@Flopjack: Go
I just tested it and it does not reward the resource when you kill your own unit or an ally's unit. :)
I did too. Thanks a lot.
No problem. I'm happy I was able to help!