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


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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]]
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]
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
First Time Rev Creeps

Events


Map initialization

Conditions

Actions


Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)



Loop - Actions




Set CREEP_Temp_Integer = (CREEP_Temp_Integer + 1)




Unit - Set the custom value of (Picked unit) to CREEP_Temp_Integer




Set CREEP_Point[CREEP_Temp_Integer] = (Position of (Picked unit))




Set CREEP_Facing_Angle[CREEP_Temp_Integer] = (Facing of (Picked unit))
Creep Revive

Events


Unit - A unit Dies

Conditions


((Triggering unit) is A Hero) Not equal to True


(Owner of (Triggering unit)) Equal to Neutral Hostile


(Custom value of (Triggering unit)) Greater than 0

Actions


Wait 30.00 seconds


Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at CREEP_Point[(Custom value of (Triggering unit))] facing CREEP_Facing_Angle[(Custom value of (Triggering unit))] degrees


Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
Neutral Coords

Events


Map initialization

Conditions

Actions


Unit Group - Pick every unit in (Units in FORUM FFA MAP <gen> owned by Neutral Hostile) and do (Actions)



Loop - Actions




Set Integer = (Integer + 1)




Unit - Set the custom value of (Picked unit) to Integer




Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())




Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())
Rev Neutrals

Events


Unit - A unit Dies

Conditions


(Owner of (Dying unit)) Equal to Neutral Hostile

Actions


Wait 30.00 seconds


Set Center_Map = (Center of FORUM FFA MAP <gen>)


Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at (Center_Map offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])) facing (Random angle) degrees


Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))


Custom script: call RemoveLocation ( udg_Center_Map )
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
