The following works just fine for me:
Code:
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 15
Actions
Variable - Modify Kills: + 1
Then this one
Code:
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 15
Actions
Variable - Modify Kills: + 1
If you didn't want to have a separate trigger for each player you can do the following:
Code:
Events
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If
(Owner of (Killing unit)) == 1
KillsP1 == 50
Then
Variable - Set KillsP1 = 0
Player - Modify player 1 Minerals: Add 1
General - Else if (Conditions) then do (Actions)
Else If
(Owner of (Killing unit)) == 2
KillsP2 == 50
Then
Variable - Set KillsP2 = 0
Player - Modify player 2 Minerals: Add 1
Then you would need to make the first trigger like it is, but have it change the variable for the corresponding player. I can post what it should look like if you need me to.
Edit: here it is
Code:
Events
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - Else if (Conditions) then do (Actions)
Else If
(Owner of (Killing unit)) == 1
Then
Variable - Set KillsP1 = 0
Variable - Modify KillsP1: + 1
General - Else if (Conditions) then do (Actions)
Else If
(Owner of (Killing unit)) == 2
Then
Variable - Set KillsP2 = 0
Variable - Modify KillsP2: + 1