Or, a more involved version:
Code:
CountKills
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
Set CountKills[(Player number of (Owner of (Killing unit)))] = (CountKills[(Player number of (Owner of (Killing unit)))] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountKills[(Player number of (Owner of (Killing unit)))] Less than 2
Then - Actions
Countdown Timer - Start timers[(Player number of (Owner of (Killing unit)))] as a One-shot timer that will expire in 5.00 seconds
Else - Actions
Still counting kills here, but, on the "first" one, we start a 5 seconds timer.
("timers" is a variable of type "timer", array, of size 12)
Code:
Timer1
Events
Time - timers[1] expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CountKills[1] Greater than 3
Then - Actions
-------- Do something here --------
Else - Actions
Set CountKills[1] = 0
This would have to be repeated for every player.
(Copy & paste, then change the "1"s to "2"s, and so on)
The overall idea being that, on the very first kill, start a timer,
and, when it expires, have a look at how many kills the player
got in that time.
If it is above some number, 3 in my example, then ...
Then the kills counter is set back to 0, so it's ready for the next run.
Needs more triggers, but doesn't miss as many combo kills as the above one
