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Respawn trigger...

09-08-2010, 10:51 AM#1
shanghai
Trigger:
Setup Copy
Collapse Events
Map initialization
Conditions
Collapse Actions
Set TempGroup = (Units owned by Neutral Hostile)
Collapse Unit Group - Pick every unit in TempGroup and do (Actions)
Collapse Loop - Actions
Set CreepIndex = (CreepIndex + 1)
Set CreepPoint[CreepIndex] = (Position of (Picked unit))
Set CreepFacing[CreepIndex] = (Facing of (Picked unit))
Set CreepUnit[CreepIndex] = (Picked unit)
Custom script: call DestroyGroup(udg_TempGroup)
Custom script: call DestroyTrigger(GetTriggeringTrigger())

Trigger:
Respawn
Collapse Events
Unit - A unit Dies
Collapse Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Collapse Actions
Collapse For each (Integer A) from 1 to CreepIndex, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Triggering unit) Equal to CreepUnit[(Integer A)]
Collapse Then - Actions
Wait 60.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at CreepPoint[(Integer A)] facing CreepFacing[(Integer A)] degrees
Set CreepUnit[(Integer A)] = (Last created unit)
Else - Actions

The question is i have an ultimate boss creep how do i make so he not respawn hes also in natural hostile ?
09-08-2010, 11:12 AM#2
DioD
add filter to exclude this unit type from trigger.