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go to camp at night

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Level 2
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Nov 17, 2008
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35
Game - The in-game time of day becomes Equal to (night starts or night ends) its in 24 hour time.
 
Level 11
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May 31, 2008
Messages
698
Heres the triggers, they should work.

  • Move Creeps Night
    • Events
      • Game - The in-game time of day becomes Equal to 18.00
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in DaytimeRegion owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Move To (Center of NighttimeRegion)
  • Move Creeps Morning
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in NighttimeRegion owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Move To (Center of DaytimeRegion)
 
Level 2
Joined
Nov 17, 2008
Messages
35
actually they wont work. because there would be more than one area of creep u will have to do for all regions and all night regions.
 
Level 2
Joined
Nov 17, 2008
Messages
35
not really u can have just 2 triggers. just saying what u have there works but it he needs to change it.
 
Level 3
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Aug 20, 2008
Messages
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Set all the units as a variable array, add all the arrayed units into a unit group, send all units in unit group to camp, them use a custom script line to remove leaks, all loops leak just like the one previously posted.

Edit: if there isn't a region to return to, you'll need an X and Y point variable and set it to each arrayed unit.
 
Level 12
Joined
Mar 16, 2006
Messages
992
Wouldn't the creeps start sleeping?

Also:
Time = Night time: Order units belonging to player in REGION X to move to CAMP X
Time = Day time: Order units belonging to player in (entire map) to move to point[creep#]

It's quite easy if you're using any of the standard creep respawning systems out there, since the original location of the creeps is stored in an point array using integers to track the individual creeps and their spawns.
 
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