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[Trigger] Help with Creep Spawning

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Level 11
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Apr 22, 2011
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630
Im curently working on an RPG and I need an Trigger...

I want someone to explain how to set trigger (in GUI) that will make the creeps move in the Region (area) and when they die to make them respawn after some time?

Tell me please :)
 
Level 3
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Nov 16, 2011
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:ogre_datass:You mean like the ones in The Black Road 1? Well create the region, Add the shitty creeps in a group, pick the group every XXX seconds and order the crackers to MOVE like a *i***e* around the neighbour at random corners:ogre_datass:

Edit and when one of the *i***e* die just create another one and add him to the group and MAKE HIM MOVE HIS A$$
 
Level 11
Joined
Nov 15, 2007
Messages
781
  • Creepmoving
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Equal to Neutral Hostile
            • Then - Actions
              • Set point = (Random point in (Playable map area))
              • Unit - Order (Picked unit) to Attack-Move To point
              • Custom script: call RemoveLocation(udg_point)
            • Else - Actions

  • Creepdying
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Wait 30.00 game-time seconds
      • Set point = (Position of (Triggering unit))
      • Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_point)
 
Level 3
Joined
Nov 10, 2011
Messages
51
  • Creepmoving
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Picked unit)) Equal to Neutral Hostile
            • Then - Actions
              • Set point = (Random point in (Playable map area))
              • Unit - Order (Picked unit) to Attack-Move To point
              • Custom script: call RemoveLocation(udg_point)
            • Else - Actions

  • Creepdying
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Wait 30.00 game-time seconds
      • Set point = (Position of (Triggering unit))
      • Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_point)
It works fine. Good job
 
Level 3
Joined
Nov 16, 2011
Messages
54
As i said above you need to add them to unit group owned by the region. Else if this creep chase a hero outside of the region this will result in the creep getting wandering around the map. Running every 5 seconds it's okay but it will result in creeps to get their attack canceled every 5 seconds to do shitty things. Add checking condition if their current order is attack/move/patrol else order them to patrol. It's very simple trigger and you should work on it alone.

Edit: and the second trigger is not MUI so it can revive only 1 unit per 30 seconds and if another unit dies it will wait another 30 seconds resulting in having 1 mob only on your map that is reviving at the wrong point
 
Level 11
Joined
Nov 15, 2007
Messages
781
As i said above you need to add them to unit group owned by the region. Else if this creep chase a hero outside of the region this will result in the creep getting wandering around the map. Running every 5 seconds it's okay but it will result in creeps to get their attack canceled every 5 seconds to do shitty things. Add checking condition if their current order is attack/move/patrol else order them to patrol. It's very simple trigger and you should work on it alone.

Edit: and the second trigger is not MUI so it can revive only 1 unit per 30 seconds and if another unit dies it will wait another 30 seconds resulting in having 1 mob only on your map that is reviving at the wrong point

Attack-move won't interrupt orders if the order is already to attack something. "Triggering unit" is MUI.
 
Level 3
Joined
Nov 16, 2011
Messages
54
Attack-move won't interrupt orders if the order is already to attack something. "Triggering unit" is MUI.

Spamming Attack Move will result in slowed attack from the minion because the attack animation is reset every time you click attack move, and as we all know until the unit haven't finished it's animation the effect is not applied for the attack move. Triggering unit don't leak but it's not MUI and using wait make it 100% not MUI.
 
Level 11
Joined
Nov 15, 2007
Messages
781
Spamming Attack Move will result in slowed attack from the minion because the attack animation is reset every time you click attack move, and as we all know until the unit haven't finished it's animation the effect is not applied for the attack move. Triggering unit don't leak but it's not MUI and using wait make it 100% not MUI.

Why don't you try the trigger out before saying it's not working? :ar:
 
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