- Joined
- Nov 3, 2015
- Messages
- 46
Ha, you've been fooled! This isn't a thread asking how to respawn creeps! 
What the problem here is that not ALL of my creeps are respawning.
Testing I've done on the problem:
All of the creeps belonged to Neutral-Hostile.
I'm not sure if this mattered so I did not list it above, but the creeps that did respawn were creeps for the Village tileset, and the creeps that did not respawn were not. I'd be even more annoyed if this were the case.
Anyway, if you know what's the problem here, thank you!!
What the problem here is that not ALL of my creeps are respawning.
Testing I've done on the problem:
- Regular Melee creeps will always respawn
- Bandits, Brigands, etc...
- Custom Melee creeps will always respawn (NO NAME CHANGE, NO STAT CHANGE)
- Simply right clicked custom unit off of Bandits, Brigands, etc...
- Custom Melee creeps (NAME CHANGED, NO STAT CHANGE) will not respawn
- Custom unit made from Ghosts, named Restless Spirit
- Custom unit made from Wraiths, named Vengeful Spirit
- Custom Melee creeps (STATS, NAME CHANGED) will not respawn
- Custom unit made from Infernal Juggernaut that uses an imported model, has custom stats, and has a custom name
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Init Respawn
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Events
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Time - Elapsed game time is 0.00 seconds
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set rhash = (Last created hashtable)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
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Loop - Actions
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Custom script: call SaveReal( udg_rhash , GetHandleId(GetEnumUnit()) , StringHash("x") , GetUnitX(GetEnumUnit()) )
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Custom script: call SaveReal( udg_rhash , GetHandleId(GetEnumUnit()) , StringHash("y") , GetUnitY(GetEnumUnit()) )
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Respawn Creeps
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Events
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Unit - A unit Dies
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Conditions
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(Owner of (Triggering unit)) Equal to Neutral Hostile
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Actions
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Wait rtime seconds
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Custom script: set udg_r1 = LoadReal( udg_rhash , GetHandleId(GetTriggerUnit()) , StringHash("x") )
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Custom script: set udg_r2 = LoadReal( udg_rhash , GetHandleId(GetTriggerUnit()) , StringHash("y") )
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Custom script: set bj_lastCreatedUnit = CreateUnit( GetOwningPlayer(GetTriggerUnit()) , GetUnitTypeId(GetTriggerUnit()) , udg_r1 , udg_r2 , GetRandomReal(0 , 359) )
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Custom script: call SaveReal( udg_rhash , GetHandleId(bj_lastCreatedUnit) , StringHash("x") , udg_r1 )
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Custom script: call SaveReal( udg_rhash , GetHandleId(bj_lastCreatedUnit) , StringHash("y") , udg_r2 )
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Custom script: call FlushChildHashtable( udg_rhash , GetHandleId(GetTriggerUnit()))
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Unit - Remove (Triggering unit) from the game
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All of the creeps belonged to Neutral-Hostile.
I'm not sure if this mattered so I did not list it above, but the creeps that did respawn were creeps for the Village tileset, and the creeps that did not respawn were not. I'd be even more annoyed if this were the case.
Anyway, if you know what's the problem here, thank you!!