EventsUnit-AnyUnitdiesLocalVariablesKillingUnit=NoUnit<Unit>-------Localvariablesonlybeaccessedbythethecurrenttrigger.Conditions(Ownerof(Triggeringunit))==15-------Thisconditionmakesitsothatthistriggerwillonlyruniftheownerofthetriggering-------unit(theunitthatcausedthistriggertorun,inthiscase,theunitthatdied)isPlayer15.--------------Player15ishostilebydefault.ActionsVariable-SetKillingUnit=(Returnstheunitwholastattackedthespecifiedunit(Triggeringunit))-------SettingavariablesowecanuseitinthefutureforbetterorganizationVariable-ModifyPlayerKillCount[(Ownerof(Killingunit))]: + 1
------- This is an array: Player Kill Count[4]
------- Arrays are basically tables of values.
------- You can treat Player Kill Count[1] as a completely different variable than Player Kill Count[2].
-------
------- [(Ownerof(KillingUnit))] returns an integer. If Player 1 owns the unit variable Killing Unit, then Owner of (Killing Unit) returns the integer 1
------- and thus in the end w get Player Kill Count[1]
-------
------- This way, the trigger will work for multiple players.
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Randomly selected object to draw.
P.S. Might have to convert text to string later. Also, instead of putting "Object to draw" at Local Variable, make it a Global Variable.
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I wold approach the switch drawing player somewhat like this:
Triggers:
1. Set Variable
2. Switch Drawing Player
Variables:
1. Drawing Player = (Empty player group) <Player Group[4]>
2. Drawer = 0 <Integer>
I have not tested this due to lack of time, but hopefully it will work ^_^
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Triggers:
Text tag
Archon
Archon 2
Variables:
Drone Group = (Empty unit group) <Unit Group[4]>
Drone Count = 0 <Integer[4]>
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I recommend you to read the Blizzard Trigger Module tutorial to get you started.
Trigger 1: Drone Spawn Mechanic
Trigger 2: 10 Kill Check
Global Variable 1: Player Kill Count = 0 <Integer[4]>
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@Selfcreation: Go
http://wiki.sc2mapster.com/galaxy/triggers/select-unit/
Action:
Selection - Deselect unit for player Player
Unit - Make Unit Unselectable
Unit - Make Unit Untargetable