- Joined
- Jun 2, 2009
- Messages
- 1,233
Hello everyone. I have created my own neutral creeps respawn system but it seems there are few problems with my system.
First of all, i am creating units at specific locations and adding them into the unit groups
Then i am removing them from unit groups after they dies
And i am respawning them with this way
But it seems some of the camps not respawning properly. Some of them no more respawns again. Is something that can cause this issue?
OR Alternatively you can suggest me the better system like this.
First of all, i am creating units at specific locations and adding them into the unit groups
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OrmanYaratmaReaper
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Events
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Time - Elapsed game time is 120.00 seconds
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Conditions
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Actions
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-------- Reaper 1 --------
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Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Custom script: call RemoveLocation(udg_GeciciNokta)
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-------- Reaper 2 --------
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Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup8
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup8
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup8
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Custom script: call RemoveLocation(udg_GeciciNokta)
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-------- Reaper 3 --------
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Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Custom script: call RemoveLocation(udg_GeciciNokta)
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-------- Reaper 4 --------
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Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup10
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup10
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup10
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Custom script: call RemoveLocation(udg_GeciciNokta)
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-------- Reaper 5 --------
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Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
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Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup11
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Custom script: call RemoveLocation(udg_GeciciNokta)
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-------- Reaper 6 --------
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Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
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Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup12
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Then i am removing them from unit groups after they dies
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OrmanOlumDenetleme
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Events
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Unit - A unit Dies
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup1) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup2) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup3) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup3
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup4) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup4
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup5) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup5
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup6) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup6
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup7) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup7
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup8) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup8
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup9) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup9
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup10) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup10
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup11) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup11
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup12) Equal to True
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Then - Actions
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Unit Group - Remove (Dying unit) from NCGrup12
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Else - Actions
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And i am respawning them with this way
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NCDirilt
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Events
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Unit - A unit Dies
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup1) Equal to True
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(Number of units in NCGrup1) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil1 <gen>)
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup1
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup1
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup1
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup7) Equal to True
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(Number of units in NCGrup7) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup7
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup2) Equal to True
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(Number of units in NCGrup2) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil2 <gen>)
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup8) Equal to True
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(Number of units in NCGrup8) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup2
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup3) Equal to True
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(Number of units in NCGrup3) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil3 <gen>)
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup3
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup3
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Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup3
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup9) Equal to True
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(Number of units in NCGrup9) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup9
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup4) Equal to True
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(Number of units in NCGrup4) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil4 <gen>)
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup4
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup4
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup4
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup10) Equal to True
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(Number of units in NCGrup10) Less than or equal to 1
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Then - Actions
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Wait 90.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup10
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup10
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Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup4
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup5) Equal to True
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(Number of units in NCGrup5) Less than or equal to 1
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Then - Actions
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Wait 120.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil5 <gen>)
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Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup5
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup11) Equal to True
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(Number of units in NCGrup11) Less than or equal to 1
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Then - Actions
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Wait 120.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
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Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup11
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup6) Equal to True
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(Number of units in NCGrup6) Less than or equal to 1
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Then - Actions
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Wait 120.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupDevil6 <gen>)
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Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup6
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in NCGrup12) Equal to True
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(Number of units in NCGrup12) Less than or equal to 1
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Then - Actions
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Wait 120.00 game-time seconds
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Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
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Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
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Unit Group - Add (Last created unit) to NCGrup12
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Custom script: call RemoveLocation(udg_GeciciNokta)
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Else - Actions
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But it seems some of the camps not respawning properly. Some of them no more respawns again. Is something that can cause this issue?
OR Alternatively you can suggest me the better system like this.