| 01-21-2009, 01:22 AM | #1 |
I can't seem to think of a way. :/ |
| 01-21-2009, 01:53 AM | #2 |
Hmm... You can GUI it pretty easily using Polled Waits or regular waits. GetTriggerUnit() still works after a wait. |
| 01-21-2009, 02:56 AM | #3 |
If you mean in the place they started, then i doubt it else you could just use JASS:call CreateUnit(PLAYER_NEUTRAL_AGGRESSIVE, GetUnitTypeId(GetDyingUnit()), GetUnitX(GetDyingUnit()), GetUnitY(GetDyingUnit()), 0.00) |
| 01-21-2009, 03:00 AM | #4 |
As far as I know, that would work if you used GetTriggerUnit() instead. |
| 01-21-2009, 03:20 AM | #5 |
In a fixed position, I forgot the mention that. |
| 01-21-2009, 03:29 AM | #6 |
I doubt it, whats wrong with indexing them? Don't want to use unituserdata? or don't want to have to loop through the instances without unit userdata? or don't want to use gamecache? Actually i can see why you wouldn't want to index them.. |
| 01-21-2009, 10:34 PM | #7 |
I'm using it for something else. Anyway, I figured PUI's textmacros allow more data, so I'm fine now. |
| 01-21-2009, 11:59 PM | #8 |
local variables... JASS:function aaasda_Actions takes nothing returns nothing local unit U = GetTriggerUnit local integer INT_UnitId = GetUnitTypeId(U) local player P = GetOwningPlayer(U) local real R_X = GetUnitX(U) local real R_Y = GetUnitY(U) local real R_Facing = GetUnitFacing(U) call PolledWait(yourDelayDuration) or call TriggerSleepAction(yourDelayDuration) call CreateUnit(P, INT_UnitId, R_X, R_Y, R_Facing) set P = null set U = null endfunction |
| 01-22-2009, 12:13 AM | #9 |
He wants creeps on initial positions, without indexing... Use gamecache. |
| 01-22-2009, 05:43 AM | #10 |
O I thought "where they die" not "initial positions". well if you do not want a system you can 1) make a trigger that is prompted when such creeps enter the map. 2) (below) JASS:function respawn takes player p, integer id, real x, real y, real facing returns nothing call triggersleepaction(howLongBeforeACreepRevives) call CreateUnit(p, id,...) endfunction function a ada_actions takes nothing returns nothing local unit u = u local boolean bool = false local real x = getunitx local real y = getunity local rela facing = getunitfacing loop exitwhen bool if istheunitdead (getunitstatelife/getwidgetlife) then call respawn.execute(getowningplayer(u,...), getuntiypeid(u),x,y,facing) set bool = true endif call triggersleepaciton(1.00) endloop set u = null endfunction the trigger detects when a creep enters the map (u can filter) and runs the function. the function records the unit's initial stuff, waits for the unit to die, then runs a respawn function with the recorded initial stuff as parameters. just 1 trigger no system or indexing or gamecache or whatever complication; but ull be looping a lot. |
| 01-22-2009, 06:26 AM | #11 | |
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Although let's face it, if you're using user data for anything other than unit indexing, you're coding your map improperly. |
| 01-22-2009, 08:02 AM | #12 |
Blizzard has done this (or something similar) Look at Funny Bunnies Egg Hunt |
| 01-22-2009, 09:40 PM | #13 | |
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Anyway, I remembered about PUI's new textmacro usage, so I'm fine like I stated like yesterday. |
| 01-22-2009, 09:53 PM | #14 | |
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| 01-23-2009, 01:02 AM | #15 |
So that I could store some independent info on which effects does what to each unit. |
