Ok, heres what i basically need
Bounty systems are initialized at the beginning of the map (say, this bounty requires 20 kobolds and 10 bandits)
Hero uses a scroll
if scroll is for that bounty, than activate that bounty
on unit death, pick every unit within 1500 of dying unit and do
first > check if GetFilterUnit() == udg_PlayerUnit[GetConvertedPlayerId(GetOwningPlayer(GetFilterUnit()))]
than, check if player is doing that bounty
than check if player can finish bounty after kill
if yes to that, than show "You may turn in the bounty" and make some sort of public aceessable boolean true
if no, than show (KilledUnitName) : # Left / 10 (and all others that are linked the bounty)
Anyone not understand what im saying / would like to do it for me?
Bounty systems are initialized at the beginning of the map (say, this bounty requires 20 kobolds and 10 bandits)
Hero uses a scroll
if scroll is for that bounty, than activate that bounty
on unit death, pick every unit within 1500 of dying unit and do
first > check if GetFilterUnit() == udg_PlayerUnit[GetConvertedPlayerId(GetOwningPlayer(GetFilterUnit()))]
than, check if player is doing that bounty
than check if player can finish bounty after kill
if yes to that, than show "You may turn in the bounty" and make some sort of public aceessable boolean true
if no, than show (KilledUnitName) : # Left / 10 (and all others that are linked the bounty)
Anyone not understand what im saying / would like to do it for me?