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call SetUnitUserData(CreateUnit(Player(12) , i , GetLocationX(udg_Creep_Point[ii]) , GetLocationY(udg_Creep_Point[ii]) , 270) , ii)



would you like a complete description or basic?


Ok, so this is a good system and all, but I was wondering how do you make it so that if you have an enemy of the creep nearby, it wont respawn until that enemy leaves the area (including buildings) I've tried a bunch of different ways and got mixed results, sometimes warcraft would just crash and others it would just stop reviving the unit altogether if I was nearby at the end of the time limit.

Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Hey...I'll ask something (srry if i did not read all the post--they're a lot....took 1 hr and 1/2 to read and understand the first 3 pages....)
How i make a monster respawn but in same time the newly respawned creep will drop the items i want....like Roshan in DotA
I hope you'll understand what i wrote......my english is rly bad...
I wait for answers...
![]()
Haven't tried that,test on your own I need that also for the creature respawn,every time the creature dies it has meat,but it's easy to me.
I don't remember
)
Animalpower, I'm kinda noob at triggering so I don't know how to "test on my own"...(the only thing i know about triggering is sample creature respawn and game message adding....)
I need a post with a screenshot trigger that shows me how i do that
Déclencheur sans titre 001

Events


Map initialization

Conditions

Actions


Set Creep_Group = (Units owned by Neutre Hostile)


Set Creep_Effects = Abilities\Spells\Items\AIre\AIreTarget.mdl


Unit Group - Pick every unit in Creep_Group and do (Actions)



Loop - Actions




Set Creep_Index[1] = (Creep_Index[1] + 1)




Set Creep_Unit[Creep_Index[1]] = (Picked unit)




Set Creep_Loc[Creep_Index[1]] = (Position of Creep_Unit[Creep_Index[1]])


Custom script: call DestroyGroup(udg_Creep_Group)
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Events


Unit - A unit owned by Neutre Hostile Meurt

Conditions

Actions


Wait 5.00 seconds


For each (Integer Creep_Index[2]) from 1 to Creep_Index[1], do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Dying unit) Equal To Creep_Unit[Creep_Index[2]]





Then - Actions






Unit - Create 1 (Unit-type of (Dying unit)) for Neutre Hostile at Creep_Loc[Creep_Index[2]] facing 0.00






Special Effect - Create a special effect at Creep_Loc[Creep_Index[2]] using Creep_Effects






Special Effect - Destroy (Last created special effect)






Custom script: call RemoveLocation(udg_Creep_Loc[udg_Creep_Index[2]] )






Set Creep_Unit[Creep_Index[2]] = (Last created unit)






Set Creep_Loc[Creep_Index[2]] = (Position of Creep_Unit[Creep_Index[2]])





Else - Actions

Hey...I'll ask something (srry if i did not read all the post--they're a lot....took 1 hr and 1/2 to read and understand the first 3 pages....)
How i make a monster respawn but in same time the newly respawned creep will drop the items i want....like Roshan in DotA
I hope you'll understand what i wrote......my english is rly bad...
Event:

Unit - A Unit Dies
Conditions:

(Owner of Dying Unit)) Equal to Neutral Hostile

(Custom Value of (Dying Unit)) Greater than 0
Actions:

If (All Conditions are true) then do (Then Actions) else do (Else Actions)


If - Conditions:



(Unit type of (Dying unit)) Equal to MonsterYouWant


Then - Actions:



Item - Create (ItemYouWant) at (Position of Dying Unit)


Else - Actions:



Leave This Empty
This is a better Creep Respawn systeme :
Déclencheur sans titre 001
Events
Map initialization
Conditions
Actions
Set Creep_Group = (Units owned by Neutre Hostile)
Set Creep_Effects = Abilities\Spells\Items\AIre\AIreTarget.mdl
Unit Group - Pick every unit in Creep_Group and do (Actions)
Loop - Actions
Set Creep_Index[1] = (Creep_Index[1] + 1)
Set Creep_Unit[Creep_Index[1]] = (Picked unit)
Set Creep_Loc[Creep_Index[1]] = (Position of Creep_Unit[Creep_Index[1]])
Custom script: call DestroyGroup(udg_Creep_Group)
[X] No Leaks (I thinks)
Déclencheur sans titre 002
Events
Unit - A unit owned by Neutre Hostile Meurt
Conditions
Actions
Wait 5.00 seconds
For each (Integer Creep_Index[2]) from 1 to Creep_Index[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal To Creep_Unit[Creep_Index[2]]
Then - Actions
Unit - Create 1 (Unit-type of (Dying unit)) for Neutre Hostile at Creep_Loc[Creep_Index[2]] facing 0.00
Special Effect - Create a special effect at Creep_Loc[Creep_Index[2]] using Creep_Effects
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_Creep_Loc[udg_Creep_Index[2]] )
Set Creep_Unit[Creep_Index[2]] = (Last created unit)
Set Creep_Loc[Creep_Index[2]] = (Position of Creep_Unit[Creep_Index[2]])
Else - Actions
[X] 2 Triggers
[X] With Respawn Effect![]()
it says Error: Expected a name
Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
its totaly possible to do this without triggering, just have massive delay on reincarnation and add it to all units![]()
How do I make them respawn at the angle they were at before?
Map initialization

Events


Map initialization

Conditions

Actions


Set Respawn_Time = 300.00


Trigger - Run Neutral Spawn <gen> (checking conditions)
Neutral Spawn

Events

Conditions

Actions


Trigger - Turn on Add Creeps to Respawn <gen>


Trigger - Turn on Respawn <gen>


Trigger - Turn on Respawning BUG KILL <gen>


-------- early spawns --------


Unit - Create 2 Bandit for Neutral Hostile at (Center of bandits7 <gen>) facing 150.00 degrees


-------- sewer --------


Unit - Create 3 Leech Hatchling for Neutral Hostile at (Center of giant leech <gen>) facing 150.00 degrees


Unit - Create 2 Rogue for Neutral Hostile at (Center of Region 140 <gen>) facing 150.00 degrees


-------- bandit's cave --------


Unit - Create 3 Bandit for Neutral Hostile at (Center of Region 187 <gen>) facing 150.00 degrees


Unit - Create 3 Bandit for Neutral Hostile at (Center of Region 188 <gen>) facing 150.00 degrees


Unit - Create 2 Brigand for Neutral Hostile at (Center of Region 182 <gen>) facing 150.00 degrees


Unit - Create 4 Brigand for Neutral Hostile at (Center of Region 181 <gen>) facing 150.00 degrees


Unit - Create 4 Brigand for Neutral Hostile at (Center of Region 175 <gen>) facing 150.00 degrees
Add Creeps to Respawn

Events


Unit - A unit enters (Playable map area)

Conditions


(Owner of (Entering unit)) Equal to Neutral Hostile

Actions


Set Temp_Integer = (Temp_Integer + 1)


Unit - Set the custom value of (Triggering unit) to Temp_Integer


Set Creep_Point[Temp_Integer] = (Position of (Triggering unit))
Respawn

Events


Unit - A unit Dies

Conditions


(Owner of (Triggering unit)) Equal to Neutral Hostile


(Custom value of (Triggering unit)) Greater than 0

Actions


Wait Respawn_Time seconds


Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at Creep_Point[Temp_Integer] facing 270.00 degrees


Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
Respawning BUG KILL

Events


Unit - A unit Dies

Conditions


(Owner of (Triggering unit)) Equal to Neutral Hostile


(Custom value of (Triggering unit)) Greater than 0

Actions


Custom script: local integer i = GetUnitTypeId(GetTriggerUnit())


Custom script: local integer ii = GetUnitUserData(GetTriggerUnit())


Wait Respawn_Time seconds


Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Event:
Unit - A Unit Dies
Conditions:
(Owner of Dying Unit)) Equal to Neutral Hostile
(Custom Value of (Dying Unit)) Greater than 0
Actions:
If (All Conditions are true) then do (Then Actions) else do (Else Actions)
If - Conditions:
(Unit type of (Dying unit)) Equal to MonsterYouWant
Then - Actions:
Item - Create (ItemYouWant) at (Position of Dying Unit)
Else - Actions:
Leave This Empty
Is this What you Wanted XAlexX? or did you also want a certain x% chance for item drops? , anyhow, repeat the "If/Then/Else" section for all different kinds item droppers.
Gaby, This System does EXACTLY the same. except that it adds un-needed special effects, and that it uses alot of unnessecary triggers.
This would also be difficult to understand for someone who is new to Wc3 WE.
Kill nuetral for food

Events


Unit - A unit owned by Neutral Hostile Dies

Conditions


((Triggering unit) is A Hero) Not equal to True

Actions


Set UTFOODPT = (Position of (Triggering unit))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Random integer number between 1 and 10) Equal to 1



Then - Actions




Item - Create Raw Meat at UTFOODPT




Custom script: call RemoveLocation(udg_UTFOODPT)



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Random integer number between 1 and 10) Equal to 3





Then - Actions






Item - Create Raw Fish at UTFOODPT






Custom script: call RemoveLocation(udg_UTFOODPT)





Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Random integer number between 1 and 10) Equal to 5







Then - Actions








Item - Create Ration at UTFOODPT








Custom script: call RemoveLocation(udg_UTFOODPT)







Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Random integer number between 1 and 2) Equal to 1









Then - Actions










Item - Create Rotten Meat at UTFOODPT










Custom script: call RemoveLocation(udg_UTFOODPT)









Else - Actions


Custom script: call RemoveLocation(udg_UTFOODPT)
