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Set VariableSet ReSpawn_Time = 25.00
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Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
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Loop - Actions
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Set VariableSet Temp_Integer = (Temp_Integer + 1)
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Unit - Set the custom value of (Picked unit) to Temp_Integer
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Set VariableSet Creep_Point[Temp_Integer] = (Position of (Picked unit))
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Add Creeps ReSpawn
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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(Owner of (Triggering unit)) Equal to Neutral Hostile
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Actions
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Set VariableSet Temp_Integer = (Temp_Integer + 1)
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Unit - Set the custom value of (Triggering unit) to Temp_Integer
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Set VariableSet Creep_Point[Temp_Integer] = (Position of (Triggering unit))
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Creep ReSpawn
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Events
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Unit - A unit Dies
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Conditions
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(Owner of (Triggering unit)) Equal to Neutral Hostile
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(Custom value of (Triggering unit)) Greater than 0
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Actions
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Custom script: local integer i = GetUnitTypeId(GetTriggerUnit())
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Custom script: local integer ii = GetUnitUserData(GetTriggerUnit())
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Wait (ReSpawn_Time + ((Real((Level of (Triggering unit)))) x 2.00)) seconds
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Custom script: call SetUnitUserData(CreateUnit(Player(25),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
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So what happens when unit dies first time, it then creates a unit that shows no name above the health bar. The unit has red circle around when selected, meaning that it is hostile.
But the created unit, does not attack or flee. In fact the unit does absolutely nothing. Just stands still and it's stand animations run in cycles.
And after the unit is killed a second time, it is no longer added to respawn sequence for some unknown reasons.
I checked that the player number in reforged is actually 25.