Does anyone know what's going wrong here?
Bence791 is almost right. You should write: Procedure OnUnitDied(aUnitID, aKillerIndex: integer). Also, I don't understand why you check if GroupID2 is dead, and GroupID2 is dead (you probably mean GroupID1 and GroupID2).
is it possible with dynamic scripting to give a ware to every allied player's storehouse when for example a Quarry makes his stone, a farm harvest his corn and a sawmail makes his timber? This for a multiplayer map that i want to make.
Well, I think that is not possible when the occupant of the house
starts producing. But when it
finishes producing (i.e. a ware is added to his own house), you could do that. You could store the number wares of all houses of interest in an array, for example MyHouseWareArray. You can ask for the amount of wares of a house through HouseResourceAmount(HouseID, WareType). Next, you check within Procedure OnTick if the actual ware amount of houses has increased, compared to the stored ware amounts in your array. If so, this means that the occupant has just finished a ware. You could then use GiveWares(PlayerID, WareType, amount) to add that specific ware to your first storehouse, or HouseAddWaresTo(HouseID, WareType, amount) for any other storehouse.
Sado and i are wondering if it is possible to implement scripted becons, they do not have to play a sound or maybe a custom sound can be played with it. It will be nice if you for example spawn forces and want to notify the player of it.
What do you mean with scripted becons? (I assume beacon? Then again, I still do not understand your question :p) Ah, you mean the thing in the minimap when you press B and click somewhere on the map! That's not possible as far as I know...