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Proper way to respawn neutrals?

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Level 17
Joined
Jun 2, 2009
Messages
1,112
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

  • OrmanYaratmaReaper
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Reaper 1 --------
      • Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup7
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup7
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup7
      • Custom script: call RemoveLocation(udg_GeciciNokta)
      • -------- Reaper 2 --------
      • Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup8
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup8
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup8
      • Custom script: call RemoveLocation(udg_GeciciNokta)
      • -------- Reaper 3 --------
      • Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup9
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup9
      • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup9
      • Custom script: call RemoveLocation(udg_GeciciNokta)
      • -------- Reaper 4 --------
      • Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup10
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup10
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup10
      • Custom script: call RemoveLocation(udg_GeciciNokta)
      • -------- Reaper 5 --------
      • Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
      • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup11
      • Custom script: call RemoveLocation(udg_GeciciNokta)
      • -------- Reaper 6 --------
      • Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
      • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit Group - Add (Last created unit) to NCGrup12
      • Custom script: call RemoveLocation(udg_GeciciNokta)

Then i am removing them from unit groups after they dies

  • OrmanOlumDenetleme
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup1) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup1
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup2) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup2
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup3) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup3
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup4) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup4
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup5) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup5
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup6) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup6
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup7) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup7
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup8) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup8
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup9) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup9
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup10) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup10
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup11) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup11
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup12) Equal to True
        • Then - Actions
          • Unit Group - Remove (Dying unit) from NCGrup12
        • Else - Actions

And i am respawning them with this way

  • NCDirilt
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup1) Equal to True
          • (Number of units in NCGrup1) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil1 <gen>)
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup1
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup1
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup1
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup7) Equal to True
          • (Number of units in NCGrup7) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup7
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup7
          • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup7
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup2) Equal to True
          • (Number of units in NCGrup2) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil2 <gen>)
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup8) Equal to True
          • (Number of units in NCGrup8) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup2
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup3) Equal to True
          • (Number of units in NCGrup3) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil3 <gen>)
          • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup3
          • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup3
          • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup3
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup9) Equal to True
          • (Number of units in NCGrup9) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
          • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup9
          • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup9
          • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup9
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup4) Equal to True
          • (Number of units in NCGrup4) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil4 <gen>)
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup4
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup4
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup4
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup10) Equal to True
          • (Number of units in NCGrup10) Less than or equal to 1
        • Then - Actions
          • Wait 90.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup10
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup10
          • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup4
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup5) Equal to True
          • (Number of units in NCGrup5) Less than or equal to 1
        • Then - Actions
          • Wait 120.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil5 <gen>)
          • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup5
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup11) Equal to True
          • (Number of units in NCGrup11) Less than or equal to 1
        • Then - Actions
          • Wait 120.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
          • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup11
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup6) Equal to True
          • (Number of units in NCGrup6) Less than or equal to 1
        • Then - Actions
          • Wait 120.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupDevil6 <gen>)
          • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup6
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is in NCGrup12) Equal to True
          • (Number of units in NCGrup12) Less than or equal to 1
        • Then - Actions
          • Wait 120.00 game-time seconds
          • Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
          • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
          • Unit Group - Add (Last created unit) to NCGrup12
          • Custom script: call RemoveLocation(udg_GeciciNokta)
        • Else - Actions

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.
 
Level 38
Joined
Feb 27, 2007
Messages
4,951
This is a terrible way to do this, in my opinion. There are many creep respawn systems out there (some here some elsewhere) and literally dozens of trigger threads asking for help with this exact same issue you are having. Do a small amount of searching and you'll find them.
 
Maybe this will help you
If you provide more details about how the system should work that would help a lot. Every little detail you can think of because there's a lot of ways you can make a respawn system and saying "like the system in X map" isn't really that helpful if we haven't played the map.

That being said, I attached a system I made based on what I thought you might want.

How the system works:
You provide Regions which contain your Creeps. The system then creates a Hashtable which tracks Neutral Hostile units inside of these Regions.
It does this by storing data in the Hashtable using the Region (Rect) as the Parent key and storing the unit data at the Child keys.
The total number of Creeps in a region at initialization time is saved at Child key -1.
The current number of living Creeps in a Region is saved at Child key 0.
The Creep unit-types is saved at Child keys 1+.
The Creeps also have a link to the Region they belong to which is saved using their Handle as the Parent key and 0 as the Child key.
This allows us to detect the Region that a dying Creep belongs to. It also acts as a filter since we know that units missing this link aren't part of the system.

If you want a delay before the Creeps respawn then you can use the Creep Respawn Unit Dies Delayed trigger instead of the default one.
  • -------- SET DELAY HERE: --------
  • Wait 4.00 game-time seconds
I attached a second map (2) which simplifies things slightly and uses a periodic trigger for respawning.
Or
Simple Spawning and Reviving System 1.2f [GUI]
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Ok. Here is my issue. System is not working. I have changed only this trigger. What can cause this issue?

  • SR Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Murloc --------
      • Set SR_SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[1] = 3
      • Set SR_SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SR_RespawnDuration[1] = 120.00
      • Set SR_MaxSpawnUnitType = 1
      • Custom script: set udg_SR_Hashtable = InitHashtable()
      • Set SR_Interval = 0.03
      • Trigger - Add to SR Respawn Time <gen> the event (Time - Every SR_Interval seconds of game time)

  • SR Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Set TempUnit = (Triggering unit)
      • For each (Integer LoopingInteger) from 1 to SR_MaxSpawnUnitType, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of TempUnit) Equal to SR_SpawnUnit[LoopingInteger]
            • Then - Actions
              • Unit Group - Add TempUnit to SR_DeadGroup
              • Custom script: set udg_SR_Key = GetHandleId(udg_TempUnit)
              • Trigger - Turn on SR Respawn Time <gen>
              • Hashtable - Save SR_RespawnDuration[LoopingInteger] as 0 of SR_Key in SR_Hashtable
              • Hashtable - Save LoopingInteger as 1 of SR_Key in SR_Hashtable
              • Skip remaining actions
            • Else - Actions

  • SR Respawn Time
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (SR_DeadGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in SR_DeadGroup and do (Actions)
            • Loop - Actions
              • Set TempUnit = (Picked unit)
              • Custom script: set udg_SR_Key = GetHandleId(udg_TempUnit)
              • Set SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] = (Load 0 of SR_Key from SR_Hashtable)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] Greater than 0.00
                • Then - Actions
                  • Floating Text - Create floating text that reads (SR_PlayerColor[(Player number of (Owner of TempUnit))] + ((String(SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)])) + |r)) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to SR_Interval seconds
                  • Floating Text - Change the fading age of (Last created floating text) to SR_Interval seconds
                  • Hashtable - Save (SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] - SR_Interval) as 0 of SR_Key in SR_Hashtable
                • Else - Actions
                  • Set TempLoc = (Center of SR_SpawnRegion[(Load 1 of SR_Key from SR_Hashtable)])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TempUnit is A Hero) Equal to True
                    • Then - Actions
                      • Hero - Instantly revive TempUnit at TempLoc, Show revival graphics
                    • Else - Actions
                      • Unit - Create 1 (Unit-type of TempUnit) for (Owner of TempUnit) at TempLoc facing Default building facing degrees
                  • Custom script: call RemoveLocation(udg_TempLoc)
                  • Hashtable - Clear all child hashtables of child SR_Key in SR_Hashtable
                  • Unit Group - Remove TempUnit from SR_DeadGroup
 
Ok. Here is my issue. System is not working. I have changed only this trigger. What can cause this issue?

  • SR Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Murloc --------
      • Set SR_SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[1] = 3
      • Set SR_SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SR_RespawnDuration[1] = 120.00
      • Set SR_MaxSpawnUnitType = 1
      • Custom script: set udg_SR_Hashtable = InitHashtable()
      • Set SR_Interval = 0.03
      • Trigger - Add to SR Respawn Time <gen> the event (Time - Every SR_Interval seconds of game time)

  • SR Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Set TempUnit = (Triggering unit)
      • For each (Integer LoopingInteger) from 1 to SR_MaxSpawnUnitType, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of TempUnit) Equal to SR_SpawnUnit[LoopingInteger]
            • Then - Actions
              • Unit Group - Add TempUnit to SR_DeadGroup
              • Custom script: set udg_SR_Key = GetHandleId(udg_TempUnit)
              • Trigger - Turn on SR Respawn Time <gen>
              • Hashtable - Save SR_RespawnDuration[LoopingInteger] as 0 of SR_Key in SR_Hashtable
              • Hashtable - Save LoopingInteger as 1 of SR_Key in SR_Hashtable
              • Skip remaining actions
            • Else - Actions

  • SR Respawn Time
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (SR_DeadGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in SR_DeadGroup and do (Actions)
            • Loop - Actions
              • Set TempUnit = (Picked unit)
              • Custom script: set udg_SR_Key = GetHandleId(udg_TempUnit)
              • Set SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] = (Load 0 of SR_Key from SR_Hashtable)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] Greater than 0.00
                • Then - Actions
                  • Floating Text - Create floating text that reads (SR_PlayerColor[(Player number of (Owner of TempUnit))] + ((String(SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)])) + |r)) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to SR_Interval seconds
                  • Floating Text - Change the fading age of (Last created floating text) to SR_Interval seconds
                  • Hashtable - Save (SR_RespawnDuration[(SR_MaxSpawnUnitType + 1)] - SR_Interval) as 0 of SR_Key in SR_Hashtable
                • Else - Actions
                  • Set TempLoc = (Center of SR_SpawnRegion[(Load 1 of SR_Key from SR_Hashtable)])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TempUnit is A Hero) Equal to True
                    • Then - Actions
                      • Hero - Instantly revive TempUnit at TempLoc, Show revival graphics
                    • Else - Actions
                      • Unit - Create 1 (Unit-type of TempUnit) for (Owner of TempUnit) at TempLoc facing Default building facing degrees
                  • Custom script: call RemoveLocation(udg_TempLoc)
                  • Hashtable - Clear all child hashtables of child SR_Key in SR_Hashtable
                  • Unit Group - Remove TempUnit from SR_DeadGroup
I tested the map and it seems that the problem is because you set the max units to 1 try 8 or more
  • Set SR_MaxSpawnUnitType = 1
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
I tested the map and it seems that the problem is because you set the max units to 1 try 8 or more
  • Set SR_MaxSpawnUnitType = 1
Wow. It worked :D But after i completed my whole trigger it is not working now :D

I have increased MaxSpawnUnitType to 15 and now i am testing it on 16 yes it is not working. It is so weird. Trying to understand why it is not working..

  • SR Setup Copy
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Murloc --------
      • Set SR_SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[1] = 3
      • Set SR_SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SR_RespawnDuration[1] = 120.00
      • Set SR_SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[8] = 3
      • Set SR_SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SR_RespawnDuration[8] = 120.00
      • -------- Treant --------
      • Set SR_SpawnUnit[2] = Treant (level 2)
      • Set SR_SpawnLimit[2] = 3
      • Set SR_SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SR_RespawnDuration[2] = 120.00
      • Set SR_SpawnUnit[9] = Treant (level 2)
      • Set SR_SpawnLimit[9] = 3
      • Set SR_SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SR_RespawnDuration[9] = 120.00
      • -------- Satyr & Rock --------
      • Set SR_SpawnUnit[3] = Satyr (level 3)
      • Set SR_SpawnLimit[3] = 2
      • Set SR_SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SR_RespawnDuration[3] = 120.00
      • Set SR_SpawnUnit[4] = Mud Golem (level 3)
      • Set SR_SpawnLimit[4] = 1
      • Set SR_SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SR_RespawnDuration[4] = 120.00
      • Set SR_SpawnUnit[10] = Satyr (level 3)
      • Set SR_SpawnLimit[10] = 2
      • Set SR_SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SR_RespawnDuration[10] = 120.00
      • Set SR_SpawnUnit[11] = Mud Golem (level 3)
      • Set SR_SpawnLimit[11] = 1
      • Set SR_SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SR_RespawnDuration[11] = 120.00
      • -------- Ghoul --------
      • Set SR_SpawnUnit[5] = Ghoul (level 5)
      • Set SR_SpawnLimit[5] = 3
      • Set SR_SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SR_RespawnDuration[5] = 120.00
      • Set SR_SpawnUnit[12] = Ghoul (level 5)
      • Set SR_SpawnLimit[12] = 3
      • Set SR_SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SR_RespawnDuration[12] = 120.00
      • -------- Sasquatch --------
      • Set SR_SpawnUnit[6] = Sasquatch (level 7)
      • Set SR_SpawnLimit[6] = 1
      • Set SR_SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SR_RespawnDuration[6] = 120.00
      • Set SR_SpawnUnit[13] = Sasquatch (level 7)
      • Set SR_SpawnLimit[13] = 1
      • Set SR_SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SR_RespawnDuration[13] = 120.00
      • -------- Ogre Lord --------
      • Set SR_SpawnUnit[7] = Ogre Lord (level 10)
      • Set SR_SpawnLimit[7] = 1
      • Set SR_SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SR_RespawnDuration[7] = 120.00
      • Set SR_SpawnUnit[14] = Ogre Lord (level 10)
      • Set SR_SpawnLimit[14] = 1
      • Set SR_SpawnRegion[14] = NCGrupDevil6 <gen>
      • Set SR_RespawnDuration[14] = 120.00
      • Set SR_MaxSpawnUnitType = 15
      • Custom script: set udg_SR_Hashtable = InitHashtable()
      • Set SR_Interval = 0.03
      • Trigger - Add to SR Respawn Time <gen> the event (Time - Every SR_Interval seconds of game time)
Additional note: Timer starts from 120 but stops at 98.
 
Last edited:
Wow. It worked :D But after i completed my whole trigger it is not working now :D

I have increased MaxSpawnUnitType to 15 and now i am testing it on 16 yes it is not working. It is so weird. Trying to understand why it is not working..

  • SR Setup Copy
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Murloc --------
      • Set SR_SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[1] = 3
      • Set SR_SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SR_RespawnDuration[1] = 120.00
      • Set SR_SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[8] = 3
      • Set SR_SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SR_RespawnDuration[8] = 120.00
      • -------- Treant --------
      • Set SR_SpawnUnit[2] = Treant (level 2)
      • Set SR_SpawnLimit[2] = 3
      • Set SR_SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SR_RespawnDuration[2] = 120.00
      • Set SR_SpawnUnit[9] = Treant (level 2)
      • Set SR_SpawnLimit[9] = 3
      • Set SR_SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SR_RespawnDuration[9] = 120.00
      • -------- Satyr & Rock --------
      • Set SR_SpawnUnit[3] = Satyr (level 3)
      • Set SR_SpawnLimit[3] = 2
      • Set SR_SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SR_RespawnDuration[3] = 120.00
      • Set SR_SpawnUnit[4] = Mud Golem (level 3)
      • Set SR_SpawnLimit[4] = 1
      • Set SR_SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SR_RespawnDuration[4] = 120.00
      • Set SR_SpawnUnit[10] = Satyr (level 3)
      • Set SR_SpawnLimit[10] = 2
      • Set SR_SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SR_RespawnDuration[10] = 120.00
      • Set SR_SpawnUnit[11] = Mud Golem (level 3)
      • Set SR_SpawnLimit[11] = 1
      • Set SR_SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SR_RespawnDuration[11] = 120.00
      • -------- Ghoul --------
      • Set SR_SpawnUnit[5] = Ghoul (level 5)
      • Set SR_SpawnLimit[5] = 3
      • Set SR_SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SR_RespawnDuration[5] = 120.00
      • Set SR_SpawnUnit[12] = Ghoul (level 5)
      • Set SR_SpawnLimit[12] = 3
      • Set SR_SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SR_RespawnDuration[12] = 120.00
      • -------- Sasquatch --------
      • Set SR_SpawnUnit[6] = Sasquatch (level 7)
      • Set SR_SpawnLimit[6] = 1
      • Set SR_SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SR_RespawnDuration[6] = 120.00
      • Set SR_SpawnUnit[13] = Sasquatch (level 7)
      • Set SR_SpawnLimit[13] = 1
      • Set SR_SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SR_RespawnDuration[13] = 120.00
      • -------- Ogre Lord --------
      • Set SR_SpawnUnit[7] = Ogre Lord (level 10)
      • Set SR_SpawnLimit[7] = 1
      • Set SR_SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SR_RespawnDuration[7] = 120.00
      • Set SR_SpawnUnit[14] = Ogre Lord (level 10)
      • Set SR_SpawnLimit[14] = 1
      • Set SR_SpawnRegion[14] = NCGrupDevil6 <gen>
      • Set SR_RespawnDuration[14] = 120.00
      • Set SR_MaxSpawnUnitType = 15
      • Custom script: set udg_SR_Hashtable = InitHashtable()
      • Set SR_Interval = 0.03
      • Trigger - Add to SR Respawn Time <gen> the event (Time - Every SR_Interval seconds of game time)
From what i can see you have 14 type of neutral units so you will need to set
Set SR_MaxSpawnUnitType = 14
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
From what i can see you have 14 type of neutral units so you will need to set
Set SR_MaxSpawnUnitType = 14
Currently i have set it to 7
Set SR_MaxSpawnUnitType = 7
Because i have 7 different creature types. Countdown Timer starts at 120 but removes when reached 98
Camp 1: Murloc
Camp 2: Treant
Camp 3: 2 Satyr 1 Mud Golem
Camp 4: Ghoul
Camp 5: Sasquatch
Camp 6: Ogre Lord
Total 7 different creatures.

I am trying to find why it is not working.
Edit: Now i have decreased respawn time from 120 to 90 for testing purpose. Countdown timer vanishes when reach 68

Yes. Same as above. 22 Seconds.. How can i solve this issue?

And here it is the minimal version. Still it stops count after 22 seconds.

  • SR Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- 1st unit --------
      • Set SR_SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SR_SpawnLimit[1] = 3
      • Set SR_SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SR_RespawnDuration[1] = 120.00
      • -------- 2nd unit --------
      • Set SR_SpawnUnit[2] = Treant (level 2)
      • Set SR_SpawnLimit[2] = 3
      • Set SR_SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SR_RespawnDuration[2] = 120.00
      • Set SR_MaxSpawnUnitType = 2
      • Custom script: set udg_SR_Hashtable = InitHashtable()
      • Set SR_Interval = 0.03
      • Trigger - Add to SR Respawn Time <gen> the event (Time - Every SR_Interval seconds of game time)
And i had a theory about TempLoc and TempUnit. My map already have a TempLoc and TempUnit and i have created TempLocOrman and TempUnitOrman for this trigger. But still no luck. Countdown timer vanishes after 22 seconds and units not respawning after 120 seconds..

Update: Currently deleted EVERY TRIGGER AND EVERY VARIABLE WITHIN MY MAP.
There are only this trigger available. And STILL NOT WORKING!
 
Last edited:
Level 17
Joined
Jun 2, 2009
Messages
1,112
I would recommend using this system instead: Creep Respawn (GUI)
It's clean, simple and effective.
Yes it seems better to me. But still it is not working. Let me share my triggers with you.

  • OrmanSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Respawn_Time = 120.00
  • OrmanDiril
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
      • (Custom value of (Triggering unit)) Greater than 0
    • Actions
      • Custom script: local integer i = GetUnitTypeId(GetTriggerUnit()
      • Custom script: local integer ii = GetUnitUserData(GetTriggerUnit())
      • Wait Respawn_Time game-time seconds
      • Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
  • OrmanSeysi
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Set Temp_Integer = (Temp_Integer + 1)
      • Unit - Set the custom value of (Picked unit) to Temp_Integer
      • Set Creep_Point[Temp_Integer] = (Position of (Picked unit))
And i am creating creature with this trigger

  • OrmanYaratmaDevil
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Devil 1 --------
      • Set GeciciNokta = (Center of NCGrupDevil1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 2 --------
      • Set GeciciNokta = (Center of NCGrupDevil2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
And goes on like this.

After i kill the creatures they are not spawning again.
What am i missing?
 
Level 38
Joined
Feb 27, 2007
Messages
4,951
Units that are already on the map don't fire the "unit enters playable map area" at the start of the game when they are created (they're actually created and placed during the loading screen when the Map Initialization event is run). Thus they will never have their custom value (UnitUserData) set, so the system doesn't know which unit is which. You've forgotten or ignored an entire Map Init trigger from the tutorial.

That being said... I would not ever commit custom value to managing a creep respawn system. Why? A unit can only have 1 Custom Value and there are a wide variety of systems that use it to attach data to units for use by the system(s). By instead using CV for this, you make yourself unable to use any of those systems and any systems that those systems rely upon. Think of CV like a trump card you really don't want to have to commit to using unless you have to.
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Units that are already on the map don't fire the "unit enters playable map area" at the start of the game when they are created (they're actually created and placed during the loading screen when the Map Initialization event is run). Thus they will never have their custom value (UnitUserData) set, so the system doesn't know which unit is which. You've forgotten or ignored an entire Map Init trigger from the tutorial.

That being said... I would not ever commit custom value to managing a creep respawn system. Why? A unit can only have 1 Custom Value and there are a wide variety of systems that use it to attach data to units for use by the system(s). By instead using CV for this, you make yourself unable to use any of those systems and any systems that those systems rely upon. Think of CV like a trump card you really don't want to have to commit to using unless you have to.
I know that if you are telling me. My system was working but sometimes some of the camps wasn't respawning. This is why i was checking for the new system. And i am not a fan of custom values. My system was a simple, plain and terrible as you can see :)
Ok here is my map
Wow thank you. Now i am going to test it.
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Here is the situation. Team 1 Jungle works well (from 1 to 7, 6 different locations)
But somehow it is not working for Team 2 (from 8 to 14)

  • OrmanSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SpawnRegion[14] = NCGrupReaper6 <gen>
      • Set SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SpawnUnit[2] = Treant (level 2)
      • Set SpawnUnit[3] = Mud Golem (level 3)
      • Set SpawnUnit[4] = Satyr (level 3)
      • Set SpawnUnit[5] = Ghoul (level 5)
      • Set SpawnUnit[6] = Sasquatch (level 7)
      • Set SpawnUnit[7] = Ogre Lord (level 10)
      • Set SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SpawnUnit[9] = Treant (level 2)
      • Set SpawnUnit[10] = Mud Golem (level 3)
      • Set SpawnUnit[11] = Satyr (level 3)
      • Set SpawnUnit[12] = Ghoul (level 5)
      • Set SpawnUnit[13] = Sasquatch (level 7)
      • Set SpawnUnit[14] = Ogre Lord (level 10)
      • Set SpawnLimit[1] = 3
      • Set SpawnLimit[2] = 3
      • Set SpawnLimit[3] = 1
      • Set SpawnLimit[4] = 2
      • Set SpawnLimit[5] = 3
      • Set SpawnLimit[6] = 1
      • Set SpawnLimit[7] = 1
      • Set SpawnLimit[8] = 3
      • Set SpawnLimit[9] = 3
      • Set SpawnLimit[10] = 1
      • Set SpawnLimit[11] = 2
      • Set SpawnLimit[12] = 3
      • Set SpawnLimit[13] = 1
      • Set SpawnLimit[14] = 1
  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[2]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[3]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[4]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[5]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[6]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[7]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[9]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[10]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[11]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[12]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[13]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[14]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees
        • Else - Actions
  • OrmanYaratmaDevil
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Devil 1 --------
      • Set GeciciNokta = (Center of NCGrupDevil1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 2 --------
      • Set GeciciNokta = (Center of NCGrupDevil2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 3 --------
      • Set GeciciNokta = (Center of NCGrupDevil3 <gen>)
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 4 --------
      • Set GeciciNokta = (Center of NCGrupDevil4 <gen>)
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 5 --------
      • Set GeciciNokta = (Center of NCGrupDevil5 <gen>)
      • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 6 --------
      • Set GeciciNokta = (Center of NCGrupDevil6 <gen>)
      • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
  • OrmanYaratmaReaper
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Reaper 1 --------
      • Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 2 --------
      • Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 3 --------
      • Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 4 --------
      • Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 5 --------
      • Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
      • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 6 --------
      • Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
      • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)

Update: Ok, Team 2 creeps revives but not at their location. When i kill 3 murlocs at the NCGrupReaper1, they are respawning at NCGrupDevil1 instead of NCGrupReaper1. I was thinking they are not spawning but when i see the first camp, i saw 6 murlocs at the bottom... Why they are not respawning at NCGrupReaper1 now i am looking for it.
 
Last edited:
Here is the situation. Team 1 Jungle works well (from 1 to 7, 6 different locations)
But somehow it is not working for Team 2 (from 8 to 14)

  • OrmanSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SpawnRegion[14] = NCGrupReaper6 <gen>
      • Set SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SpawnUnit[2] = Treant (level 2)
      • Set SpawnUnit[3] = Mud Golem (level 3)
      • Set SpawnUnit[4] = Satyr (level 3)
      • Set SpawnUnit[5] = Ghoul (level 5)
      • Set SpawnUnit[6] = Sasquatch (level 7)
      • Set SpawnUnit[7] = Ogre Lord (level 10)
      • Set SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SpawnUnit[9] = Treant (level 2)
      • Set SpawnUnit[10] = Mud Golem (level 3)
      • Set SpawnUnit[11] = Satyr (level 3)
      • Set SpawnUnit[12] = Ghoul (level 5)
      • Set SpawnUnit[13] = Sasquatch (level 7)
      • Set SpawnUnit[14] = Ogre Lord (level 10)
      • Set SpawnLimit[1] = 3
      • Set SpawnLimit[2] = 3
      • Set SpawnLimit[3] = 1
      • Set SpawnLimit[4] = 2
      • Set SpawnLimit[5] = 3
      • Set SpawnLimit[6] = 1
      • Set SpawnLimit[7] = 1
      • Set SpawnLimit[8] = 3
      • Set SpawnLimit[9] = 3
      • Set SpawnLimit[10] = 1
      • Set SpawnLimit[11] = 2
      • Set SpawnLimit[12] = 3
      • Set SpawnLimit[13] = 1
      • Set SpawnLimit[14] = 1
  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[2]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[3]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[4]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[5]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[6]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[7]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[9]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[10]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[11]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[12]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[13]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[14]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees
        • Else - Actions
  • OrmanYaratmaDevil
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Devil 1 --------
      • Set GeciciNokta = (Center of NCGrupDevil1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 2 --------
      • Set GeciciNokta = (Center of NCGrupDevil2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 3 --------
      • Set GeciciNokta = (Center of NCGrupDevil3 <gen>)
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 4 --------
      • Set GeciciNokta = (Center of NCGrupDevil4 <gen>)
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 5 --------
      • Set GeciciNokta = (Center of NCGrupDevil5 <gen>)
      • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Devil 6 --------
      • Set GeciciNokta = (Center of NCGrupDevil6 <gen>)
      • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
  • OrmanYaratmaReaper
    • Events
      • Time - Elapsed game time is 120.00 seconds
    • Conditions
    • Actions
      • -------- Reaper 1 --------
      • Set GeciciNokta = (Center of NCGrupReaper1 <gen>)
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Murloc Flesheater (level 1) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 2 --------
      • Set GeciciNokta = (Center of NCGrupReaper2 <gen>)
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Treant (level 2) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 3 --------
      • Set GeciciNokta = (Center of NCGrupReaper3 <gen>)
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Satyr (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Mud Golem (level 3) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 4 --------
      • Set GeciciNokta = (Center of NCGrupReaper4 <gen>)
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Unit - Create 1 Ghoul (level 5) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 5 --------
      • Set GeciciNokta = (Center of NCGrupReaper5 <gen>)
      • Unit - Create 1 Sasquatch (level 7) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
      • -------- Reaper 6 --------
      • Set GeciciNokta = (Center of NCGrupReaper6 <gen>)
      • Unit - Create 1 Ogre Lord (level 10) for Neutral Hostile at GeciciNokta facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GeciciNokta)
Just copy my triggers and change the units
add this to your first trigger
  • -------- Spwan --------
  • Unit - Create 4 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
  • Unit - Create 2 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
  • Unit - Create 4 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
  • Unit - Create 2 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
  • Unit - Create 4 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
  • Unit - Create 2 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
  • Unit - Create 4 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
  • Unit - Create 2 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
and delete OrmanYaratmaReaper and OrmanYaratmaDevil
 
Level 17
Joined
Jun 2, 2009
Messages
1,112
Here is the current triggers. Still it is the same.

  • OrmanSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SpawnRegion[14] = NCGrupReaper6 <gen>
      • Set SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SpawnUnit[2] = Treant (level 2)
      • Set SpawnUnit[3] = Mud Golem (level 3)
      • Set SpawnUnit[4] = Satyr (level 3)
      • Set SpawnUnit[5] = Ghoul (level 5)
      • Set SpawnUnit[6] = Sasquatch (level 7)
      • Set SpawnUnit[7] = Ogre Lord (level 10)
      • Set SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SpawnUnit[9] = Treant (level 2)
      • Set SpawnUnit[10] = Mud Golem (level 3)
      • Set SpawnUnit[11] = Satyr (level 3)
      • Set SpawnUnit[12] = Ghoul (level 5)
      • Set SpawnUnit[13] = Sasquatch (level 7)
      • Set SpawnUnit[14] = Ogre Lord (level 10)
      • Set SpawnLimit[1] = 3
      • Set SpawnLimit[2] = 3
      • Set SpawnLimit[3] = 1
      • Set SpawnLimit[4] = 2
      • Set SpawnLimit[5] = 3
      • Set SpawnLimit[6] = 1
      • Set SpawnLimit[7] = 1
      • Set SpawnLimit[8] = 3
      • Set SpawnLimit[9] = 3
      • Set SpawnLimit[10] = 1
      • Set SpawnLimit[11] = 2
      • Set SpawnLimit[12] = 3
      • Set SpawnLimit[13] = 1
      • Set SpawnLimit[14] = 1
      • Unit - Create 3 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
      • Unit - Create 2 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
      • Unit - Create 2 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees

  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[2]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[3]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[4]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[5]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[6]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[7]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[9]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[10]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[11]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[12]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[13]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[14]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees
        • Else - Actions

When i kill these
  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
They are spawns at the right place. Team 1 Camp 1.

But when i kill these

  • If - Conditions
    • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
  • Then - Actions
    • Wait 120.00 seconds
    • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
They are not spawns at the Team 1 Camp 1.

When i kill units at NCGrupDevil1, they are spawning correctly.
But when i kill units at NCGrupReaper1, they are spawning at NCGrupDevil1

  • Events
    • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
In other words, game is not detecting SpawnRegion8 and spawns unit at SpawnRegion1 Instead of SpawnRegion8
 
Here is the current triggers. Still it is the same.

  • OrmanSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[2] = NCGrupDevil2 <gen>
      • Set SpawnRegion[3] = NCGrupDevil3 <gen>
      • Set SpawnRegion[4] = NCGrupDevil3 <gen>
      • Set SpawnRegion[5] = NCGrupDevil4 <gen>
      • Set SpawnRegion[6] = NCGrupDevil5 <gen>
      • Set SpawnRegion[7] = NCGrupDevil6 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
      • Set SpawnRegion[9] = NCGrupReaper2 <gen>
      • Set SpawnRegion[10] = NCGrupReaper3 <gen>
      • Set SpawnRegion[11] = NCGrupReaper3 <gen>
      • Set SpawnRegion[12] = NCGrupReaper4 <gen>
      • Set SpawnRegion[13] = NCGrupReaper5 <gen>
      • Set SpawnRegion[14] = NCGrupReaper6 <gen>
      • Set SpawnUnit[1] = Murloc Flesheater (level 1)
      • Set SpawnUnit[2] = Treant (level 2)
      • Set SpawnUnit[3] = Mud Golem (level 3)
      • Set SpawnUnit[4] = Satyr (level 3)
      • Set SpawnUnit[5] = Ghoul (level 5)
      • Set SpawnUnit[6] = Sasquatch (level 7)
      • Set SpawnUnit[7] = Ogre Lord (level 10)
      • Set SpawnUnit[8] = Murloc Flesheater (level 1)
      • Set SpawnUnit[9] = Treant (level 2)
      • Set SpawnUnit[10] = Mud Golem (level 3)
      • Set SpawnUnit[11] = Satyr (level 3)
      • Set SpawnUnit[12] = Ghoul (level 5)
      • Set SpawnUnit[13] = Sasquatch (level 7)
      • Set SpawnUnit[14] = Ogre Lord (level 10)
      • Set SpawnLimit[1] = 3
      • Set SpawnLimit[2] = 3
      • Set SpawnLimit[3] = 1
      • Set SpawnLimit[4] = 2
      • Set SpawnLimit[5] = 3
      • Set SpawnLimit[6] = 1
      • Set SpawnLimit[7] = 1
      • Set SpawnLimit[8] = 3
      • Set SpawnLimit[9] = 3
      • Set SpawnLimit[10] = 1
      • Set SpawnLimit[11] = 2
      • Set SpawnLimit[12] = 3
      • Set SpawnLimit[13] = 1
      • Set SpawnLimit[14] = 1
      • Unit - Create 3 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
      • Unit - Create 2 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
      • Unit - Create 2 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
      • Unit - Create 3 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
      • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees

  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[2]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[2] for Neutral Hostile at (Center of SpawnRegion[2]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[3]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[3] for Neutral Hostile at (Center of SpawnRegion[3]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[4]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[4] for Neutral Hostile at (Center of SpawnRegion[4]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[5]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[5] for Neutral Hostile at (Center of SpawnRegion[5]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[6]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[6] for Neutral Hostile at (Center of SpawnRegion[6]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[7]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[7] for Neutral Hostile at (Center of SpawnRegion[7]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[9]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[9] for Neutral Hostile at (Center of SpawnRegion[9]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[10]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[10] for Neutral Hostile at (Center of SpawnRegion[10]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[11]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[11] for Neutral Hostile at (Center of SpawnRegion[11]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[12]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[12] for Neutral Hostile at (Center of SpawnRegion[12]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[13]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[13] for Neutral Hostile at (Center of SpawnRegion[13]) facing Default building facing degrees
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[14]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[14] for Neutral Hostile at (Center of SpawnRegion[14]) facing Default building facing degrees
        • Else - Actions

When i kill these
  • OrmanDiritl
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to SpawnUnit[1]
        • Then - Actions
          • Wait 120.00 seconds
          • Unit - Create 1 SpawnUnit[1] for Neutral Hostile at (Center of SpawnRegion[1]) facing Default building facing degrees
They are spawns at the right place. Team 1 Camp 1.

But when i kill these

  • If - Conditions
    • (Unit-type of (Dying unit)) Equal to SpawnUnit[8]
  • Then - Actions
    • Wait 120.00 seconds
    • Unit - Create 1 SpawnUnit[8] for Neutral Hostile at (Center of SpawnRegion[8]) facing Default building facing degrees
They are not spawns at the Team 1 Camp 1.

When i kill units at NCGrupDevil1, they are spawning correctly.
But when i kill units at NCGrupReaper1, they are spawning at NCGrupDevil1

  • Events
    • Map initialization
    • Conditions
    • Actions
      • Set SpawnRegion[1] = NCGrupDevil1 <gen>
      • Set SpawnRegion[8] = NCGrupReaper1 <gen>
In other words, game is not detecting SpawnRegion8 and spawns unit at SpawnRegion1 Instead of SpawnRegion8
The problem i think is that you set the same unit
Set SpawnUnit[1] = Murloc Flesheater (level 1)
Set SpawnUnit[8] = Murloc Flesheater (level 1)
I'm not sure but i think this is the problem
Update maybe you selected the wrong region
Check if NCGrupReaper1 and NCGrupDevil1 have the same region
 
Last edited:
Level 17
Joined
Jun 2, 2009
Messages
1,112
The problem i think is that you set the same unit
Set SpawnUnit[1] = Murloc Flesheater (level 1)
Set SpawnUnit[8] = Murloc Flesheater (level 1)
I'm not sure but i think this is the problem
Update maybe you selected the wrong region
Check if NCGrupReaper1 and NCGrupDevil1 have the same region
Yes i was testing on different units and this is why it is not working properly.
Ok it seems my problems solved but i bet there is a way to shorten this trigger instead of respawning 14 units right?
Now i am in hurry and my players have my word, i have to start my new session after 3 hours, i will release my new version just like this.
Thank you for your help and your system my friend.
 
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