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[Solved] How to Spawn creep's and set creep's to point??

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Level 8
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Jul 3, 2011
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I believe what DotA does is just have a peridoic timer ticking every xx seconds, then create... Say 1 treant, 1 druid and 1 glaive thrower then order last created unit to patrol to <region> then create an event, a unit enters <said region> with the condition unit type of triggering unit equal to <sentinel unit types here> order triggering unit to patrol to <new region here> that is how DotA gets their creeps to move to multiple places, however they could just have multiple groups, pick units in them and order those units to attack-move to a region, then when they enter it remove it from 1 group and add to another. However, either method works fine.
 
Level 8
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Jul 3, 2011
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Well if you only have 1 region you want the units to move to, you can do this (note, if there is no final structure to kill to win the game (like the throne/world tree in DotA) then the creeps will not be able to attack anything and will patrol back to where they were created.
  • Untitled Trigger 001
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set p = (Center of Region 000 <gen>)
      • Set p2 = (Center of Region 001 <gen>)
      • Unit - Create 1 Footman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Rifleman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Flying Machine for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Custom script: call RemoveLocation(udg_p)
      • Custom script: call RemoveLocation(udg_p2)
 
Level 7
Joined
Jan 29, 2010
Messages
213
  • Untitled Trigger 001
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set p = (Center of Region 000 <gen>)
      • Set p2 = (Center of Region 001 <gen>)
      • Unit - Create 1 Footman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Rifleman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Flying Machine for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Custom script: call RemoveLocation(udg_p)
      • Custom script: call RemoveLocation(udg_p2)

When unit gets stuned, rooted or something like that witch stops his movement, it won't move any more.
SO change trigger to this one:
  • Untitled Trigger 001
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set p = (Center of Region 000 <gen>)
      • Set p2 = (Center of Region 001 <gen>)
      • Unit - Create 1 Footman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Rifleman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Flying Machine for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit Group - Pick every unit (units owned by Player 1 (Red)), order "picked unit" to patrol to p2
      • Custom script: call RemoveLocation(udg_p)
      • Custom script: call RemoveLocation(udg_p2)
 
Level 8
Joined
Jul 3, 2011
Messages
251
When unit gets stuned, rooted or something like that witch stops his movement, it won't move any more.
SO change trigger to this one:
  • Untitled Trigger 001
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set p = (Center of Region 000 <gen>)
      • Set p2 = (Center of Region 001 <gen>)
      • Unit - Create 1 Footman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Rifleman for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit - Create 1 Flying Machine for Player 1 (Red) at p facing Default building facing degrees
      • Unit - Order (Last created unit) to Patrol To p2
      • Unit Group - Pick every unit (units owned by "player x"), order "picked unit" to patrol to p2
      • Custom script: call RemoveLocation(udg_p)
      • Custom script: call RemoveLocation(udg_p2)

I made those triggers in a hurry, but what you have put can cause the units to attack a different unit, and also unit groups leak, you would need to put set bj_wantDestroyGroup = true before the creation of the group, or set it as a variable and call DestroyGroup(udg_GroupName)
 
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