Sorry pal, our previous site crashes have really come back to bite us in areas like this and we sincerely apologize for the inconvenience.
What you're asking seems pretty straight forward and quite simple, really. Firstly, the engine already generates a kill count in the debrief. If you would like to generate a kill count while playing the mission, it will depend on whether you would like to have it displayed in hint format, plain down format, or in a neat little customized dialog. The simplest being hint format since it doesn't intrude on gameplay as much as plain down would. The custom dialog would be preferred by most players as it provides a consistent display of changing numbers, depending of course on your own code.
Deleting dead units is quite basic when using eventhandlers
. You simply run a simple delete script for every unit that executes the handler. You could even insert a modest loop with a player distance
check to prevent bodies from being deleted in front of the player and ruining the immersion. In addition to deletion code, you can implement checks which check for unit type
, side type
, rank type
, and even skill level
points based on unit difficulty. To manage those numbers, you will have to employ global variables that you update with each script call. You can then pass that information to the screen by using the format
command, in whatever display you have chosen.
Hope that refreshes your mind some as well as helpful.