- Joined
- Mar 24, 2010
- Messages
- 950
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
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
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Respawn 3 Init
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Events
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Map initialization
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Conditions
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Actions
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Set Temp_Integer = 1
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Set Temp_UnitGroup = (Units owned by Player 12 (Brown))
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Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
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Loop - Actions
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Set graveyardpoint[Temp_Integer] = (Position of (Picked unit))
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Set graveyardunit[Temp_Integer] = (Unit-type of (Picked unit))
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Unit - Set the custom value of (Picked unit) to Temp_Integer
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Set Temp_Integer = (Temp_Integer + 1)
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Custom script: call DestroyGroup (udg_Temp_UnitGroup)
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Respawn 3
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Events
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Unit - A unit owned by Player 12 (Brown) Dies
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Conditions
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Actions
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Wait 60.00 seconds
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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
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Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))
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