An artist's depiction of an Extended Unit Death
You know there's already a leaderboard for Most Kills, yes? Perhaps you could just use that. Also, I'm sure you recognize that this setup will take place over several trigger cycles (at least one cycle for each kill of the player with the most kills).
Anyway, you were very vague on how exactly the triggers aren't working. A great way to debug the system yourself is to add a Display Text Message to each trigger, so you can see when each trigger executes, and which ones aren't behaving as expected.
Here's a few possible places you could have stumbled:
Player 1Score("Current Player", Kills, Exactly, 350)Set Score("Current Player", Set To, 0, Kills)Create Unit with Properties("Player 8", "Hunter Killer (Hydralisk)", 1, "P1MVPUnits", 2)Preserve Trigger() (The properties are: Invincible and Burrowed.
If the player kills something not worth exactly 350 in kill score, this trigger breaks. You could change it to use "At Least" and "Subtract" to make it a little safer, unless you know for sure the player won't be killing anything other than 350-point units.
Player 8Deaths("Player 8", "Terran Valkyrie", Exactly, 1)Bring("Player 8", "Any unit", "MVPUnits", Exactly, 0)Bring("Team HOT", "Any unit", "MVPUnits", At least, 1)Bring("Team COLD", "Any unit", "MVPUnits", At least, 1)Give Units to Player("Player 1", "Player 8", "Any unit", All, "P1MVPUnits")Set Deaths("Player 8", "Terran Valkyrie", Set To, 2)Preserve Trigger() (The Give Units is repeated for P1-P8 with necessary location/player numbers)
This trigger has serious problems. It will only run if both Team HOT and Team COLD have at least 1 kill each. If, for example, only Player 1 has killed anything, this trigger will not run. I'm guessing this isn't the way you want the trigger to work.
Furthermore, after this trigger runs once for Player 1's area, the first and second conditions become false, so the triggers for the other players' areas will not run.
All PlayersDeaths("Player 8", "Terran Valkyrie", Exactly, 2)Set Deaths("Current Player", "Cave", Set To, 50)Set Deaths("Current Player", "Cave-in", Set To, 0)Leaderboard Computer Players(disabled)Leader Board Control("\x01eMVP", "Terran SCV")Preserve Trigger() All PlayersDeaths("Current Player", "Cave", Exactly, 0)Deaths("Current Player", "Cave-in", Exactly, 0)Set Deaths("Current Player", "Cave", Set To, 40)Set Deaths("Current Player", "Cave-in", Set To, 1)Set Deaths("Player 8", "Terran Valkyrie", Set To, 3)Leaderboard Computer Players(disabled)Leader Board Kills("\x01eKills", "Terran Ghost")Preserve Trigger() Unless you're omitting a trigger that decreases the deaths of Cave, one of these triggers will run once and then both triggers will never run again because Cave has more than 0 deaths.
In summary, there's likely something wrong with your EndMVPCalc trigger, and your leaderboard triggers look slightly borked as well. If you need more help, you should provide much more details as to what the problem actually is (where it stops working, for example), what all your death counters represent (I assume Cave is supposed to be a timer for the leaderboard?), the results of debugging via Display Text Message, and/or posting the map itself.