a very, very, very simple trigger, and sure it can leak or not MUI
- creep respawn
- Events
- Unit - A unit Dies
- Conditions
- (Owner of (Triggering unit)) Equal to Neutral Hostile
- Actions
- Wait 60.00 seconds
- Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
if you not want it, here another:
EDIT: @ap0calypse : are you mean this?
- creep respawn
- Events-
- Unit - A unit Dies
- Conditions-
- (Owner of (Triggering unit)) Equal to Neutral Hostile
- Actions-
- Custom script: local unit killedunit
- Custom script: local integer respwnedTime
- Custom script: set killedunit = GetTriggerUnit()
- Custom script: set respwnedTime = 60
- Custom script: call PolledWait(respwnedTime)
- Custom script: call CreateNUnitsAtLoc( 1, GetUnitTypeId(GetTriggerUnit()), GetOwningPlayer(GetTriggerUnit()), GetUnitLoc(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()) )
- Creep Revival System Initialization
- 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 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())
- Revive Creeps
- Events
- Unit - A unit Dies
- Conditions
- ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
- Actions
- Custom script: local integer respwnedTime
- Custom script: set respwnedTime = 60
- Custom script: call PolledWait(respwnedTime)
- Set tempPoint[1] = (Center of (Entire map))
- Set tempPoint[2] = tempPoint[1] offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])
- Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at tempPoint[2] facing (Random angle) degrees
- Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
- Custom Script: call RemoveLocation(udg_tempPoint[1])
- Custom Script: call RemoveLocation(udg_tempPoint[2])
Lol at your first answer... (though I'm serious: a map with that trigger will probably get rejected xD)a very, very, very simple trigger, and sure it can leak or not MUI
- creep respawn
- Events
- Unit - A unit Dies
- Conditions
- (Owner of (Triggering unit)) Equal to Neutral Hostile
- Actions
- Wait 60.00 seconds
- Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
if you not want it, here another:
EDIT: @ap0calypse : are you mean this?
- creep respawn
- Events
- Unit - A unit Dies
- Conditions
- (Owner of (Triggering unit)) Equal to Neutral Hostile
- Actions
- Custom script: local unit killedunit
- Custom script: local integer respwnedTime
- Custom script: set killedunit = GetTriggerUnit()
- Custom script: set respwnedTime = 60
- Custom script: call PolledWait(respwnedTime)
- Custom script: call CreateNUnitsAtLoc( 1, GetUnitTypeId(GetTriggerUnit()), GetOwningPlayer(GetTriggerUnit()), GetUnitLoc(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()) )
- Creep Revival System Initialization
- 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 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())
- Revive Creeps
- Events
- Unit - A unit Dies
- Conditions
- ((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
- Actions
- Custom script: local integer respwnedTime
- Custom script: set respwnedTime = 60
- Custom script: call PolledWait(respwnedTime)
- Set tempPoint[1] = (Center of (Entire map))
- Set tempPoint[2] = tempPoint[1] offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))])
- Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at tempPoint[2] facing (Random angle) degrees
- Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
- Custom Script: call RemoveLocation(udg_tempPoint[1])
- Custom Script: call RemoveLocation(udg_tempPoint[2])