The problem is that the razings score doesn't indicate how many buildings you've destroyed. Every unit and building has a 'kill' score which is added to the current player whenever they kill something, and these numbers range from single digits to the hundreds. Having a leaderboard of closest razing to 0 won't achieve the desired effect. Instead, what you want to do is use the custom score leaderboard. Then, make a new trigger like this:
Trigger
Force 1
'Adv Officer Training' is set.
Current Player razings score is at least 1.
Modify score for Current Player: Set to 0 razings.
Modify score for Current Player: Add 1 custom.
Preserve trigger.
This way, every time a building is destroyed (indicated by the player's razing score being greater than 0), the player's razing score will reset to 0 and 1 custom score will be added.
Ahh Ok I get ya.
Also, a few minor things that you might want to fix:
I LOVE FEEDBACK!!!
- Using the "Transmission" action is a much cleaner and effective way of displaying a transmission (obviously) than showing a portrait, displaying text, and setting the wait as separate actions. If you don't want a minimap ping on a building, just set the portrait to a building that the player can't control (like a Starport for this mission, since the player can't build it).
yeah, I know but i am trying to keep it close to the Original as possible, this is how the SC64 Trigger had it set up so I left it like it is, but I might consider this.
- When you have to make 5 SCVs, a leaderboard comes up showing how many SCVs you've constructed. However, you already have 1 SCV given to you, so that leaderboard starts at 1. After you build 5 SCVs, it then says "6 of 5 SCVs." Not a big deal, but it looks sloppy.
Ah so you figured out my little trick... hehe, so the story is... I already knew this, however the leaderbaords are custom since the ones in sc64 are actually NOT tied into the map, they were a different feature in the 64 system itself (i dunno why), so when I added my own custom ones, I directly copied the same idea that was used in sc campaign terran mission 1, when asking to make 10 marines it did the exact thing, it just counted what you had and went from there. it makes sense to make 5 as a counter when really your supposed to have 6, however this wasnt the case that the info was trying to teach, and therefor I deliberatly added one less on purpose and you can see in the same for the Left over marines that you start with -minus the one you are asked to make (which is 10), if you manage to keep all 5 from the start you should have 15, but like Terran mission 1 from the PC campaign, the leaderbaord only needing you to command 10, not actually build 10This goes right back to me wanting to keep it close to classic as possible.
- The previous issue applies to the enemy buildings leaderboard. If the computer builds more buildings, it'll no longer have 6 buildings, so you might end up with a leaderboard of, say, "8 of 6 Enemy Buildings." If you really want to run an AI Script to have the computer SCVs mine the minerals, just add a trigger that always sets the computer's resource amount to 0 so that it can't build more buildings.
Oh the AI is set to just area-Town, it does have a chance to do so, but int he timeframe for this scenario, the chances are extremely unlikely.
PS - Dem0n, as always thank you for your response and kind help, I very much appreciated it.