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Jungle creep respawn?

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Level 11
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Jun 26, 2014
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530
Hello guys :3
I'm having a problem with my jungle creeps.
Whenever i kill a creep it respawns on the same place that i have killed it.

  • Dying unit
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Dying unit)) Equal to Neutral Hostile
    • Actions
      • Wait 60.00 seconds
      • Set TempPoint = (Position of (Dying unit))
      • Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at TempPoint facing (Facing of (Dying unit)) degrees
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_TempPoint)
These are my current triggers. Thanks to all who replied! :33
 
Last edited:
Trigger1
Events
Unit - A unit owned by Neutral Hostile Dies
Conditions
Actions
Wait 60.00 seconds
Unit - Replace (Dying unit) with a (Unit-type of (Dying unit)) using The new unit's max life and mana
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)


Showing that you could replace the unit instead of creating a whole new unit?
 
I found a much easier way to do it... just took some time to make :D

  • furlog horde
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Furbolg
    • Actions
      • Wait 60.00 seconds
      • Unit - Create 1 Furbolg for Neutral Hostile at (Center of furlog horde <gen>) facing 59.87 degrees
This is only for one camp :D and Thanks to all who helped :3
 
Hello guys :3
I'm having a problem with my jungle creeps.
Whenever i kill a creep it respawns on the same place that i have killed it.

  • Dying unit
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Dying unit)) Equal to Neutral Hostile
    • Actions
      • Wait 60.00 seconds
      • Set TempPoint = (Position of (Dying unit))
      • Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at TempPoint facing (Facing of (Dying unit)) degrees
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_TempPoint)
These are my current triggers. Thanks to all who replied! :33
Normal behavior.
/thread

EDIT: So you want them to spawn at the 'spawn location'? Well, make them spawn at their 'spawn location', not their 'death location'!
 
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