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Creep Respawn

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Okay, that sounds more like when a creep was killed created another one after x seconds passed at the same spot he entered the world. I assume you use GUI in jass mod (default). In that case call CreateNeutralHostile() won't help you, because it would create all preplaced creeps on the map regardless if they are dead or not.

To be able to create them were they entered the world you need to know for each creep where it started.
 
Level 39
Joined
Feb 27, 2007
Messages
5,031
No. Use the search function. I personally have typed out example triggers for this question at least 3 times and I won’t do it again because you’re too lazy to search. They’ll show right up if you search for “creep respawn”.
 
Level 26
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Dec 3, 2018
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The one that i picked can t respawn them if a long period of time passes
  • base.gif
    Neutral Coords
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      Events
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        Map initialization
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      Conditions
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      Actions
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        Unit Group - Pick every unit in (Units in FORUM FFA MAP <gen> owned by Neutral Hostile) and do (Actions)
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          Loop - Actions
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            Set Integer = (Integer + 1)
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            Unit - Set the custom value of (Picked unit) to Integer
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            Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
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            Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())


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    Rev Neutrals
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      Events
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        Unit - A unit Dies
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      Conditions
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        (Owner of (Dying unit)) Equal to Neutral Hostile
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      Actions
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        Wait 30.00 seconds
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        Set Center_Map = (Center of FORUM FFA MAP <gen>)
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        Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at (Center_Map offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees
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        Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
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        Custom script: call RemoveLocation ( udg_Center_Map )
 
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