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2 questions...

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Level 6
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May 19, 2007
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177
ok the first question is a trigger question:

1)ok im making a campaign map for me and my friends based abit on WoW and wondered if there a trigger so if a unit dies itll respawn the same unit alfter a certain amount of time in a region and when that 1 dies the same thing happens:confused:

2)the secound 1 is about the object editor and is simple :

how do i make the damge of what the does change (ect. damage 1-20) ive fiddled with it but dont know what i need to change to make the two numbers increase or decrease:confused:
 
Level 8
Joined
Jan 18, 2007
Messages
331
first is pretty simple, just make a trigger like this one (its slightly more advanced but it will cover any possible changes that the hero will be brought back to life by an item to zero:::

  • Hero death
    • Events
      • Unit - A unit owned by Player 1 (Red) Dies
    • Conditions
      • Jaina 0002 <gen> Equal to (Dying unit)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Jaina 0002 <gen> has an item of type Ankh of Reincarnation) Equal to True
        • Then - Actions
          • Do nothing
        • Else - Actions
          • Countdown Timer - Start AHero_revival_timer as a One-shot timer that will expire in 30.00 seconds
          • Set AHero_revival_timer = (Last started timer)
          • Countdown Timer - Create a timer window for AHero_revival_timer with title Respawn in...
          • Set AHero_revival_window = (Last created timer window)
  • Hero death 2
    • Events
      • Time - AHero_revival_timer expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy AHero_revival_window
      • Camera - Pan camera for Player 1 (Red) to (Center of Region 001 <gen>) over 2.00 seconds
      • Hero - Instantly revive Jaina 0002 <gen> at (Center of Region 001 <gen>), Hide revival graphics
 
Level 6
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May 19, 2007
Messages
177
what do i change, its the reviving part mainly what i dont get for units:confused:
 
Level 5
Joined
Jul 26, 2004
Messages
99
Here's the method I'm currently using:


1. Have an "initialize" trigger.
This trigger will basically create your units that you want, and assign them a specific variable value. The actions will sort of look like this:
  • Unit - Create 1 MONSTER for Neutral Hostile at (Center of REGION <gen>) facing Default building facing degrees
  • Set Monster_List[1] = (Last created unit)
  • Unit - Create 1 MONSTER for Neutral Hostile at (Center of REGION2 <gen>) facing Default building facing degrees
  • Set Monster_List[2] = (Last created unit)
  • Trigger - Turn on Spawn Monsters <gen>
2. Have a "respawn" trigger.
This trigger will activate anytime on of your specific variable units dies. The trigger may look something like this (notice that the previous trigger turns this next one on. This feature allows for you to turn on and off certain spawning areas, allowing the game to run with less lag since you can avoid spawning units in places you're no longer or not yet using):
  • Spawn Monsters
    • Events
      • Unit A unit dies
    • Conditions
      • Or - Any (Conditions) are true
        • (Dying unit) equal to Monster_List[1]
        • (Dying unit) equal to Monster_List[2]
    • Actions
      • Wait 60.00 game seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else actions)
        • If - Conditions
          • (Dying unit) equal to Monster_List[1]
        • Then - Actions
          • Unit - Create 1 MONSTER for Neutral Hostile at (Center of REGION <gen>) facing Default building facing degrees
          • Set Monster_List[1] = (Last created unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else actions)
            • If - Conditions
              • (Dying unit) equal to Monster_List[2]
            • Then - Actions
              • Unit - Create 1 MONSTER for Neutral Hostile at (Center of REGION2 <gen>) facing Default building facing degrees
              • Set Monster_List[2] = (Last created unit)
            • Else - Actions
              • Do nothing
By changing the wait time, you can vary how often you want each dying unit to respawn (at least of that particular "monster list").
 
Level 24
Joined
Jun 26, 2006
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3,406
Bah! Every time I come in here there's somebody asking for a creep respawn trigger. Create a trigger, convert it to custom text by right clicking and then finding that option. Copy/paste the code you will find here into it. Anyways, I'm voting to make that particular thread a sticky, so people can always find it?
 
Level 5
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Jan 23, 2005
Messages
124
For the damage, the dice will change the max damage. If you want 1-20 dmg You would set base damage to 1, and any multiple of the number a dice and sides of the dice to equal 20. Now, if you had 20 dice, with 1 side, it would always be 20 dmg. if you had 1 dice and 20 sides, it will be from 1-20. if you have 2 dice, and 10 sides per dice, it's 2-20, and if you had 10 dice with 2 sides it would be 10-20...

Make any sense? =p
 
Level 24
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3,406
I believe Dice is also something frequently explained here. Min damage is base damage + dice, max damage is base damage + dice*sides. Please correct me if I'm wrong.
 
Level 5
Joined
Jan 23, 2005
Messages
124
I believe Dice is also something frequently explained here. Min damage is base damage + dice, max damage is base damage + dice*sides. Please correct me if I'm wrong.

Correct lol. I couldn't have explained it that simple =p =/

Example of it.
Base damage of 0, 3 dice, 4 sides each.

Minimum Dmg = 0 + 3
Maximum Dmg = 3 * 4

Damage Range = 3 - 12
 
Level 24
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It's something asked/explained a lot. I'd hunt down the PurplePoot's explanation of why it's that formula, but that was a while back. I'm too lazy.
 
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