As I understand it the player can have any number of 'Barracks' at various locations. Your trigger would only fire for the first. Unless I misunderstood because your format is very haphazard. Thus I encourage you to use the
trigger tag

Player 1
Player 2
Condition 1
Condition 2
Action 1
Action 2
Action 3
And you seem to have overlooked the part where he wants to display a unique text for every building.
its simple whether he wants a total amount of barracks on the whole map or if he wants in small town area, or even both:
just more complex triggers if counting both total and small areas at the same time,
player 1 + 2 + 3 + 4 the amount of players in the map,,,,
condition(
current player suffered excaktly 0 death of barracks
current player brings barracks to location all map = 1
current player brings barracks to location area town1 =1
current player brings barracks to location area town2 =0
current player brings barracks to location area town3 =0
etc etc for the amount of towns
)
if more towns than 10 you need copy trigger and use the location area town 11 = 0 but should stil be possible even without the use of that much triggers copy paste triggers,,,,
action
set deaths current player barrack 1
display text msg current player ,,,,,,,,,,,,,, text,,,,,,,
set minerals current player add 100
preserve trigger
doin this should be fairly easy even with lots of towns by copying triggers,, as you can do for all the players that you need,, if 30 types of buildings for players to own should max use up around 200 triggers at max if you need the option to set the amount lower aswell,, if players can only increase amount than its not that much triggers.
on the internet you can find text copy and use that when you make the set lower death count of barracks and use for different kinds of buildings this will help in the time needed to make it, and compile it into text editor in scm draft, since the triggers will nearly be same only difference is the names on the buildings and the text displayed
I did more than 200000 triggers in couple days by using text editor with copy paste,, map doesnt lag even with that much triggers and with an active location grid constantly following each unit to increase the ai functions of each unit pretty crazy achivement on controlling each unit actually takes alot of triggers and an active location grid but it actually was an succes, if anyone intrested my trigger system is free to use.
an excample of the functions i did i saved in a test map,, where normal 10 zealots owned by computer would own 5 dragoons owned by computer easy,, but with the system i created, i made the computer use micro mirroing how the best sc players play by moving back the dragoons when zealots or other melee units come close to the dragoon. resulting the 10 zealots attacking the 5 dragoons, the 5 dragoons also owned by computer shots one time at the zealots and moves back shots the zealots again and moves back again until the zealots killed, its impossible to make the dragoons suffer 0 dmg since 10 zealots with speed coming in the dragoons is alot but the difference is big, and the test map shows how 1 dragoon is surviing when all the zealots killed. it looks precisely like an A+ human player with high apm would use dragoons vs zealots. looks cool kinda, donno if others did this too
Post has been edited 3 time(s), last time on Jan 14 2025, 12:28 pm by GGmano.
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