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[Trigger] RPG respawn trigs

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Level 13
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Mar 24, 2010
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so this is probably a crap ghetto way to do this (i did it a looong time ago)
It seems to not respawn some naga units for some reason i think its because i replaced them from being the campaign little naga to the neutral hostile also they use to glitch after a while in the game and 1 naga would also replicate, it would get to the point that everytime that naga died later in the game it would exponentially multiply..
you kill 2, then 4 respawn then 8 and so on

  • Respawn 3 Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Temp_Integer = 1
      • Set Temp_UnitGroup = (Units owned by Player 12 (Brown))
      • Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
        • Loop - Actions
          • Set graveyardpoint[Temp_Integer] = (Position of (Picked unit))
          • Set graveyardunit[Temp_Integer] = (Unit-type of (Picked unit))
          • Unit - Set the custom value of (Picked unit) to Temp_Integer
          • Set Temp_Integer = (Temp_Integer + 1)
      • Custom script: call DestroyGroup (udg_Temp_UnitGroup)
  • Respawn 3
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • Wait 60.00 seconds
      • Unit - Create 1 graveyardunit[(Custom value of (Dying unit))] for Player 12 (Brown) at graveyardpoint[(Custom value of (Dying unit))] facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))
 
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