• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Creep Respawn Trigger Reforged

Level 2
Joined
Mar 26, 2024
Messages
6
Hi everyone. I've been looking for a while for a creep respawn trigger that works with Reforged. The creeps should respawn at their default location, not where they died. For example, 60 seconds for all creeps on the map.

I'd really appreciate any help.
 
Rexxar campaign has those on main maps for acts 1 and 2 (but it uses starting regions, as it tracks groups). There you'll also find that it does not allow to spawn where player can see them, if you want.

How I would do it (from memory and by basic logic, sorry for not using trigger formatting and using pseudocode):

Trigger 1 - track your creeps
Event - Map Init (or run after creating them)
Actions:
Pick each unit owned by Neutral Hostile
Set TrackedCreep[index] = picked unit
Set CreepPoint[index] = Position of picked unit
Set index = index+1
Set TrackedCreepAmount = index


Trigger 2 - basic respawning
Event - Every 60 seconds
Condition - InCinematic Equal False
Actions:
For each index from 1 to TrackedCreepAmount do
If TrackedCreep[index] is dead
then Create 1 Unit of type (unit type of TrackedCreep[index]) at CreepPoint[index] facing random angle


Main point - store their starting points if you want to spawn them at starting positions.


Note - not sure if unit type is tracked for unit that has been removed from game may have to track it too (in trigger 1 Set TrackedType[index] = Unit type of picked unit)
 
Back
Top