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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
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])
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])
Events
Time - Elapsed Game Time 0.00 Seconds
Conditions
Actions
Wait 5.00 Seconds
Unit - Create Banshee For Neutral Hostille at (Center of hero spawn <gen>) facing default building faceing degrees
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])
