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need help

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  • Conversion Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
      • ((Triggering unit) is A structure) Equal to False
      • ((Triggering unit) is A Hero) Equal to False
      • ((Triggering unit) is Summoned) Equal to False
    • Actions
      • Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The new unit's max life and mana
      • Unit - Change ownership of (Last replaced unit) to (Owner of (Killing unit)) and Retain color
For Bounty for each unit kill.

  • Player - Turn Gives bounty On for (Picked player)
This function is in "Turn Player Flag ON/OFF"
Then set the bounty in object editor.

For Income

  • Melee Initialization
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set All_Player = (All players controlled by a User player)
      • Player Group - Pick every player in All_Player and do (Actions)
        • Loop - Actions
          • Player - Add 1 to (Picked player) Current gold
      • Custom script: call DestroyForce (udg_All_Players)
 
Thanks for the help, but the income has to be different i think. This is what i mean: I have two check points. One is named ''check point 15gold'' and another is named ''check point 20gold'' so i get 35gold in the minute, but i took one of player 2's check points. He had 50gold in minute, but i took a ''check point 20gold'' so now i have 55gold in minute and he has ''30gold'' in minute. Thant what i mean :)
 
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Set if/then/else function and check how many check point you have.

Add Player property = Checkpoint[Number of Player of picked player] * 15

Remember to save check point as integer variable (Maybe Array) when the player took checkpoint.

Something like this :)
 
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