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[Trigger] Respawn bosses system

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Feb 23, 2014
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I don't know what respawn system you're using (or how you determine that something is a boss), so don't expect a detailed answer, but logically it would make sense to edit the system you have to either a) not apply to the boss (-es) and create a seperate system to respawn them or b) use different respawn timer within your already existing system depending on what "rank" of creature it applies to.

Have you tried any of that?

---

Also, you already have a recent thread about a very similar issue:
[Trigger] - Respawn system

Why another one?
 
Level 8
Joined
Jul 10, 2018
Messages
383
I don't know what respawn system you're using (or how you determine that something is a boss), so don't expect a detailed answer, but logically it would make sense to edit the system you have to either a) not apply to the boss (-es) and create a seperate system to respawn them or b) use different respawn timer within your already existing system depending on what "rank" of creature it applies to.

Have you tried any of that?

---

Also, you already have a recent thread about a very similar issue:
[Trigger] - Respawn system

Why another one?
the other one the trigger respawn system was buggy. so someone fixed it for me.
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,509
I have examples of what to do in your previous thread.

If your boss is a hero:
  • Specific Example
    • Events
      • Unit - Paladin 0000 <gen> Dies
    • Conditions
    • Actions
      • Wait 300.00 seconds
      • Hero - Instantly revive Paladin 0000 <gen> at (Center of (Playable map area)), Hide revival graphics
If it's a unit you can do something like this:
  • Generic Example
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Paladin
    • Actions
      • Wait 300.00 seconds
      • Unit - Create 1 Paladin for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Remember, if it's a unit then your Specific Events that reference it will stop working after it dies.
 
Level 8
Joined
Jul 10, 2018
Messages
383
I have examples of what to do in your previous thread.

If your boss is a hero:
  • Specific Example
    • Events
      • Unit - Paladin 0000 <gen> Dies
    • Conditions
    • Actions
      • Wait 300.00 seconds
      • Hero - Instantly revive Paladin 0000 <gen> at (Center of (Playable map area)), Hide revival graphics
If it's a unit you can do something like this:
  • Generic Example
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Paladin
    • Actions
      • Wait 300.00 seconds
      • Unit - Create 1 Paladin for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Remember, if it's a unit then your Specific Events that reference it will stop working after it dies.
Yes thanks!
 
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