- Joined
- Feb 19, 2014
- Messages
- 16
How to Respawn Creeps In Warcraft 3 please tell me what trigger to respawn creeps on warcraft 3





This is a terrible system, as it requires to set the unit's custom value. Custom value should be reserved for unit indexers.Respawn
[Respawn INIT]
Events
Unit -A unit owned by Player 11 Dark Green] Dies
Actions
Wait 25.00 seconds
Unit -create 1 [Unittyoe if [Triggering unit] for Player 11 [Dark Green] at GraveyardPoints[Custom value of [dying unit]]] facing default building facing [270.0] degrees
Unit -Set the custom value of [Last created unit] to [Custom value of [Dying unit]]
Its respawn system everywhere unit owned by dark green dies he respawn in the same place
Events
Map initialization
Actions
Set Tempinteger =0
Unit Group -ick every units in Units in [Playable map area] owned by Player 11 [Dark Green]] and do [actions]
Loop -Actions
Set GraveyardPoints [TempInteger] = [Position of [Picked unit]]
Unit Set the custom value of [Picked unit] to TempInteger
Set TempInteger [TempInteger 1]
its basic system but it should work![]()
No, they are reserved for whatever the map author wants them to be. A lot of GUI programmers find it convenient for them to be used as a unit indexer system however such systems are not critical to making a map so the custom value could be used for something else if so desired. The only thing that maters is that there are no conflicting custom value systems in a map (eg no unit indexer running with this).Custom value should be reserved for unit indexers.
The problem is that many inexperienced map makers (and even experienced ones) import spells from the spells section (and seriously: that's the point of the spells section!) that usually require a unit indexer without actually knowing what a unit indexer does. If they now use custom value for something else, this creates all kinds of nasty bugs that are hard to detect as they are not easy to reproduce, most of the time.SaintShen, the Respawn trigger is prone to bugging if the unit is removed within the >>25 seconds the TriggerSleepAction performs. That can easily happen if the unit was exploded to death.
You need to save the custom value and unit type in local variables to prevent this loss occurring.
No, they are reserved for whatever the map author wants them to be. A lot of GUI programmers find it convenient for them to be used as a unit indexer system however such systems are not critical to making a map so the custom value could be used for something else if so desired. The only thing that maters is that there are no conflicting custom value systems in a map (eg no unit indexer running with this).
Spells for the spell section are not allowed to use custom values out side of unit indexers to avoid conflict and even then I keep running into people with indexer related conflicts (as they use 2 indexers at once).
I don't think a normal map will reached a 2 hours of playing. Unless RPGthis respawn system which u posted lag after 2h+ of playing
I checked the system and it doesn't have any leaks. If you get lag after 2h+ playing, then it's your map, not the system.this respawn system which u posted lag after 2h+ of playing
It will bug if you explode the creeps. As stated you have to use a local variable to store the values through the TriggerSleepAction (wait).My Respawn System