If you can not figure out the random creep respawn system then perhaps something a little one liner will work better for you:
Here is an example of how this would work:
-
Creep Respawn
-
Events
-
Unit - A unit owned by Neutral Hostile Dies
-
Conditions
-
((Triggering unit) is A Hero) Not equal to True
-
Actions
-
Wait 40.00 seconds
-
If ((Number of units in (Units within 700.00 of (Center of (Region centered at (Position of (Dying unit)) with size (1.00, 1.00))) matching (((Matching unit) belongs to an enemy of Neutral Hostile) Equal to True))) Equal to 0) then do (Unit - Replace (Dying unit) with a (Unit-type of (Dying unit)) using The new unit's max life and mana) else do (Do nothing)
In this case the action replaces the dying unit with the same kind of unit. If you want a higher level creep you would modify that to read:
-
If ((Number of units in (Units within 700.00 of (Center of (Region centered at (Position of (Dying unit)) with size (1.00, 1.00))) matching (((Matching unit) belongs to an enemy of Neutral Hostile) Equal to True))) Equal to 0) then do (Unit - Replace (Dying unit) with a (Random level ((Level of (Dying unit)) + 1) creep unit-type) using The new unit's max life and mana) else do (Do nothing)
Upside, your creeps grow in level, down side is that random creep means that - it will pull a random creep from any tile set that is +1 in level to the dying creep.
This means if you place murlocs they could be replaced by dragons, bandits or skeletons - anything that is the next level up will be used or picked from randomly.
This can be a down if you are seeking to maintain a certain feel for your game, lets say you want nothing more than just murlocs along your coast, Then you are going to need to set up your respawning units in a different trigger assigning numbers to them. Then your death trigger would call upon that number as Ghost outlined above.
40 second wait - TO match what ever you have decay set to. Perhaps a tad easier for you?
Of course you can set the event to anything you like. If it is based upon decay they you do not need the wait. I used Unit - Player = Owned unit event as dies, you can use: Unit - A unit owned by Neutral Hostile Decays
I used the condition "not a hero" simply to fill space - you can have any condition you need. Or no conditions at all.
Why I have the condition 'number of units in....' so creeps will not respawn where say peasants are building the next town hall, tower or what not. One would hate to have a creep respawn over and over again inside of a base. This would remove that respawning creep allowing your "town" or "base" to be built unhindered.
It is based on the If/Then/Else trigger (not the multiple functions one commonly used).
Decay of flesh, bones and buildings are all controlled via the Advanced/Gameplay Constants - the same place were you can control how many levels your hero can get, what time the sun rises, what time the sun sets and the duration of a game day, etcetera, etcetera, etcetera -
Of course you would set your temporary location/point (a variable you make) and you would destroy it (this is removing a leak point). Razor used this in his trigger:
Set TempPos = (Position of (Dying unit))
Custom script: call RemoveLocation(udg_TempPos)
Are two lines added to remove what will be a costly leak point in a map when tied to "respawning".
In this case he made a variable in the variable editor (the yellow X at the top of the trigger editor opens up variables) he named it TempPos (you may name it anything you want) In the variable editor it would be a point. He used Set Variable setting it to the position of the dying unit. At the end of the trigger he placed in a custom script line. That line is simply:
RemoveLocation(udg_TempPos)
To read more on leaks:
http://www.hiveworkshop.com/forums/showthread.php?t=35124