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Respawn

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Wrda

Spell Reviewer
Level 26
Joined
Nov 18, 2012
Messages
1,891
You just need a trigger with conditions with:
unit type of dying unit = UnitTypeX
then actions: create ItemTypeX at location of the dying unit
else type of dying unit = UnitTypeY
then actions: create ItemTypeY at location of the dying unit.
and so on
 
Level 10
Joined
Dec 15, 2012
Messages
650
[Trigger=Test this, this might work for you]Item drop upon death
Events
Unit - A unit Dies
Conditions
Actions
Hero - Drop the item from slot 1 of (Triggering unit)
Hero - Drop the item from slot 2 of (Triggering unit)
Hero - Drop the item from slot 3 of (Triggering unit)
Hero - Continue to 6[/Trigger]
Remind : "Hero - Drop the item from slo" via action only can work for Hero type unit !
 
Level 6
Joined
May 4, 2012
Messages
187
Mobs:

Event - A unit dies
Conditions - [Leave Blank ATM]
Actions -
set x (Or any variable)= triggering unit
Temp_Loc1 = Position of 'x' unit.
If x is unit type of [The Unit Type of the unit] then:
Item - Create [Your Item] at Temp_Loc1

Def'n of terms.
x = Variable; Unit
Temp_Loc1 = Variable; Position
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
[Trigger=Test this, this might work for you]Item drop upon death
Events
Unit - A unit Dies
Conditions
Actions
Hero - Drop the item from slot 1 of (Triggering unit)
Hero - Drop the item from slot 2 of (Triggering unit)
Hero - Drop the item from slot 3 of (Triggering unit)
Hero - Continue to 6[/Trigger]
Remind : "Hero - Drop the item from slo" via action only can work for Hero type unit !

and if unit have inventory ability also mainly if have item in slot :D
 
Level 2
Joined
Mar 14, 2013
Messages
16
Mobs:

Event - A unit dies
Conditions - [Leave Blank ATM]
Actions -
set x (Or any variable)= triggering unit
Temp_Loc1 = Position of 'x' unit.
If x is unit type of [The Unit Type of the unit] then:
Item - Create [Your Item] at Temp_Loc1

Def'n of terms.
x = Variable; Unit
Temp_Loc1 = Variable; Position

that would be a pain to do for each creep
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
well i could just add a inventory to every creep

but why not simple create a new random item on ground where the unit died? i guess it is shorter than add inventory and make it drop items

that would be a pain to do for each creep

since event is generic it is appplied for every dieing unit max u can filter if it is creep or no with player condition
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Well, maybe when you putted Item Drop to them you used the Item drop table and not make a trigger for it.... there's a different on this two, when you used Item Drop Table, when the unit dies and replace them it will not drop any items anymore but if you maked a trigger for it, it will still drop and drop so I suggest you to create a trigger for the Item Drops and not a table. Maybe that's your problem :)
 
Level 6
Joined
Feb 5, 2012
Messages
1,685
You have two options

Try using the hard one or the easy one..

The easy one would be just create a trigger that when the spawn dies it drops items at the location and you can use variables to create an Unit ID for them and there corresponding ITEM DROPPED,ITEM DROPPED CHANCE,SFX AT DROPPING..

Put the variables first at a seperate Init triggers...

The hard one is on the first page..
 
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